Umber Wasp 1.3.0 - Patch Notes - Gameplay changes & Balance
Author: Chaotic Raccoon,
published 1 year ago,
[img]https://clan.cloudflare.steamstatic.com/images//40883127/26db2fe11b1ab9584b7bbc7f8763485db9c13ef6.jpg[/img]
The Umber Wasp update (1.3.0) is focused on continued gameplay improvements and polish to unit pathfinding and pings. This update also brings several quality-of-life improvements, such as a smaller icon size on the tactical map and a better flow for end-game stats. The balance changes will impact all factions, with some focus on the Deutsche Afrikakorps.
Additionally, this update delivers a [b]Newsfeed[/b] for players to access patch notes and news directly from the game’s main menu. We are also introducing one new 4v4 map with Sousse Wetlands and a reworked 1v1 map of Pachino Stalemate. Be sure to review all of the changes and fixes below or check out the Mission Briefing for an overview.
Continue reading below for new content, gameplay changes and game balance. Click [url=https://steamcommunity.com/games/1677280/announcements/detail/3730726309755324041]here[/url] to view additional bugfixes.
[h1]NEW CONTENT, FEATURES, AND IMPROVEMENTS[/h1]
[hr][/hr]
[h2]New Map[/h2]
[h3]Sousse Wetlands – 4v4[/h3]
[i]Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes[/i].
Sousse Wetlands is a vast Tunisian map with three distinct locations:
[list]
[*] The ancient walled city to the North - Featuring exciting urban combat and flanking routes galore
[*] The wetlands and causeway - Featuring masses of foliage and water where combat is long-ranged, and maneuverability is key
[*] The desert village to the South - Where cover can rapidly deteriorate, and defenders can easily be outflanked
[/list]
[h2]Reworked Map[/h2]
[h3]Pachino Stalemate – 1v1[/h3]
[i]Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.[/i]
A redesign of the existing 1vs1 map for all game modes, including:
[list]
[*] Considerable changes to territory and accessibility
[*] Large rock formations have been removed map-wide enabling better mid to late game pathfinding (which should open the map up as larger vehicles hit the field)
[*] Updated cover around central resource points
[*] Updated map textures to improve visibility around key areas
[*] Updated atmosphere
[/list]
[h2]Match stats[/h2]
[list]
[*] Quitting a match will no longer exit the Match Stats screen.
[*] If a player gets disconnected from a match, they will now still be able to view the match stats.
[/list]
[h2]New Cosmetics[/h2]
Eight new cosmetics will be released in October, with four releasing in each of the first two weeks.
[b]British Forces[/b]
[list]
[*] Mud Brown Foot Guards
[*] Mud Brown Matilda II
[/list]
[b]US Forces[/b]
[list]
[*] Sea Blue M18 Hellcat
[*] Sea Blue Sniper
[/list]
[b]Wehrmacht[/b]
[list]
[*] Dark Brown Brummbar
[*] Dark Brown Nebelwerfer
[/list]
[b]Afrikakorps[/b]
[list]
[*] Basalt Grey Stug III D
[*] Basalt Grey Anti-Tank Gun Team
[/list]
[h1]GAMEPLAY IMPROVEMENTS AND BALANCE[/h1]
[hr][/hr]
[h2]Pathfinding[/h2]
[list]
[*] Adjusted vehicle pathfinding to take more direct paths to the requested location.
[*] Infantry will now do less pathing adjustments when friendly soldiers are in the way.
[*] Infantry will no longer prefer to take paths with denser cover distribution, which has often led to unpredictable behaviours.
[*] Infantry will now be able to path through allied infantry and team weapons. When traversing through blocking vehicles, infantry will now think they can path through, but will be physically stopped until the vehicles move out of the way for more predictable behavior.
[*] Retreating infantry will no longer get stuck in place when pathing into vehicles, squads, and team weapons.
[*] Team weapons (whether abandoned, set-up, or idle) will no longer be able to block chokepoints for allied units. The space under team weapons is now considered a pathing space.
[*] Units executing attack orders will more consistently approach their target in a straight line.
[*] Vehicles doing a Move order at longer distance will now follow a straight path opposed to following a path that is aligned with their orientation.
[*] Vehicles will no longer be allowed to stop while phasing.
[/list]
[h2]Pings[/h2]
[list]
[*] On map communication pings will now feature a new visual effect, that includes a uniquely colored tear drop effect lasting for 10 seconds.
[/list]
[b]New features for ping visibility[/b]
[list]
[*] A colored light beam will appear on pings to improve visibility at distance and when used next to tall assets like high vegetation, trees and buildings.
[*] Previous pings will be removed when a new ping of the same type is issued.
[*] Each ping type will have a unique cursor when selected.
[*] New animation effects on both minimap and tactical map have been added to drastically improve ping readability.
[/list]
[b]Ping cooldown[/b]
[list]
[*] Introduced a cooldown period during ich a player can no longer issue pings, which is activated when a given player issues multiple pings in rapid succession.
[*] When on cooldown, trying to use pings again will display a message in the chat visible to the player.
[*] Continuously using pings when on cooldown will further increase the cooldown itself.
[/list]
[h2]Map Updates[/h2]
[list]
[*] HQ Sector bunker positioning has been adjusted across various maps to prevent bunkers from unintentionally covering resource points, whilst also reducing the number of blind spots that might be exploited by the enemy player.
[*] Many heavy-crush rock piles have been removed across Africa maps, including but not limited to Road to Tunis - 1v1 and Gazala Landing Ground - 3v3
[*] Heavy-crush rock piles have been replaced in many cases by Sangars, which still provide heavy cover, but are less resilient to damage and are medium-crush
[/list]
[b]Taranto Coastline 1v1[/b]
[list]
[*] Rebalancing of buildings near Victory Points.
[*] Removal of several large rock outcrops to enable late-game crush to open the map.
[*] Territory layout adjusted to be more appropriate for competitive gameplay.
[/list]
[b]Twin Beaches 1v1[/b]
[list]
[*] Added an infantry-only “gitty” between Mount Bacon and the Northern beach
[*] Adjusted the placement and number of rocks and tank traps on the Southern beach, to better improve vehicle flow and pathfinding
[*] Minor adjustments to cover around Mount Bacon
[*] Terrain adjusted to rebalance height gameplay around Mount Bacon
[/list]
[b]Campbell’s Convoy – 2v2[/b]
[list]
[*] Readjusted cover placement along the central resource points, particularly around the most contested resources.
[/list]
[b]Catania Crossing 3v3[/b]
[list]
[*] Returned the baby truck to its home, where it belongs.
[*] Updated the two rail bridges to one double length bridge, reducing the number of bridges to destroy/repair in this area of the map from 4 to 2.
[/list]
[b]Mignano Summit – 3v3[/b]
[list]
[*] Updated territory layout, reducing the number of high resource points and spreading their value more evenly across the map. This should reduce the chances of games ending too soon from dominating the central areas of the map.
[/list]
[b]Monte Cavo – 4v4[/b]
[list]
[*] Updated camera mesh to make it adhere closer to the terrain, which will prevent the camera from elevating too high near rocky outcrops.
[*] Updated atmosphere to transition into Dawn after around 30 minutes of gameplay.
[/list]
[b]Winter Line – 4v4[/b]
[list]
[*] Updated cover placement around the central bunker complex.
[*] Replaced a number of trenches with sangars, improving the pathfinding of tanks in these areas.
[/list]
[h2]Tactical Map[/h2]
[list]
[*] Scaled down unit decorators, they now act as position icon.
[*] Removed the Unit position icon (circle).
[/list]
[h1]GENERAL BALANCE CHANGES[/h1]
[hr][/hr]
[h2]Accuracy Changes[/h2]
We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended, especially after the fix to projectiles that made it easier for scatter hits to avoid low obstacles.
[list]
[*] 76mm halftrack and 221 Panzerbüchse accuracy set 0.1/0.055/0.045
[*] Anti-armor vehicle accuracy set to 1/0.05/0.04
[*] Crusader II and III accuracy set to 0.1/0.05/0.04
[*] General medium, heavy and light tank accuracy set to 0.075/0.0475/0.035
[*] Hellcat, Marder III and variants accuracy set to 0.1/0.055/0.4
[*] Sherman 76mm accuracy set to 0.1/0.05/0.04
[/list]
[h2]Anti-Air[/h2]
We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.
Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:
[list]
[*] CWT 15CMP AA Truck
[*] Crusader AA
[*] M16 Quad Halftrack
[*] Flakpanzer IV Wirbelwind
[*] Flak 30 20mm AA Gun Team
[*] Flakvierling Halftrack
[/list]
Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable (1) to most durable (5):
[olist]
[*] Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)
[*] Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)
[*] Loiter (Hawker Typhoon Anti-tank loiter)
[*] Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)
[*] Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)
[/olist]
A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.
These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.
[b]Note[/b]
[i]Loiters are able to be shot down easier than intended. We hope to address this in a future update.
[/i]
[h2]Mortars[/h2]
[i]Wehrmacht, Deutsche Afrikakorps, British Forces Light Mortars[/i]
[list]
[*] HE Barrage cooldown reduced from 0.75 to 0
[*] HE Barrage reload rate standardized to US Forces mortar
[/list]
[h2]Veterancy Adjustments[/h2]
[list]
[*] Anti-tank Gun veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000
[*] Panzerpioneer and Royal Engineers veterancy requirements reduced from 800/2400/4800 to 700/2100/4200
[*] Walking Stuka Half-track and Sherman Whizbang veterancy requirements reduced from 1950/5850/11700 to 1500/4500/900
[/list]
[h2]Sniper Units[/h2]
[list]
[*] Camouflage when leaving cover increased from 1 to 4 seconds.
[*] Sight range increased from 35 to 40.
[/list]
[h1]FACTIONS & ABILITY BALANCE CHANGES [/h1]
[hr][/hr]
[h2]US FORCES[/h2]
USF continues to perform well, however, we have noted a number of overperforming units and abilities that made it difficult for the opposing player to counter or deal with. We are weakening certain abilities such as Pour it on ‘Em, the Sherman Easy E8 call-in, the M8 Scott’s White Phosphorous shells, and the offensive capabilities of the Air Support Center.
[b]4x4 Truck[/b]
[list]
[*] Frontal armor decreased from 5 to 4.
[*] Moving weapon burst reduced from 100% to 75%.
[/list]
[b]Assault Engineers[/b]
[list]
[*] Veterancy requirement reduced from 900/2700/5400 to 750/2250/4500.
[/list]
[b]Bazooka Team[/b]
[list]
[*] Manpower cost reduced from 250 to 240.
[*] Reinforce cost increased from 22 to 24.
[*] Veterancy requirement reduced from 900/2700/5400 to 800/2400/4800.
[/list]
[b]Engineer[/b]
[list]
[*] Veterancy requirement reduced from 750/1500/3000 to 600/1800/3600.
[/list]
[b]M3 Armored Personnel Carrier[/b]
[list]
[*] Fortify Position ability reduces ability recharge times for nearby units by 25%.
[/list]
[b]M8 Greyhound Armored Car[/b]
[list]
[*] Area of effect damage changed from 1/0.3/0.15 to 0.75/0.4/0.4.
[*] Area of effect model limit set from 0 to 2.
[*] Area of effect radius increased from 1.75 to 2.
[*] Max scatter reduced from 4 to 3.
[*] Scatter offset set reduced from 0.33 to 0.
[/list]
[b]M8 Scott[/b]
[list]
[*] White Phosphorus Barrage direct damage reduced from 80 to 10.
[*] White Phosphorus Barrage now has a cost of 25 munitions.
[/list]
[b]M24 Chaffee Light Tank[/b]
[list]
[*] APCR Rounds munition cost reduced from 45 to 35.
[*] APCR Rounds penetration bonus reduced from +100% to +50%.
[*] Reload time increased from 3.5/4 to 4/4.25 seconds.
[*] Chaffee no longer does additional damage against friendly units.
[/list]
[b]Paratroopers[/b]
[list]
[*] Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5; matches the standard US Forces frag grenade used by Riflemen.
[/list]
[b]Riflemen[/b]
[list]
[*] Fire Superiority now reduces the squad’s speed by 33% when active.
[*] M1918 BAR penetration reduced from 2.5/2/1.75 to 1.75/1.5/1.33.
[/list]
[b]Scout[/b]
[list]
[*] Manpower cost reduced from 160 to 150.
[*] Utility Package munitions cost reduced from 30 to 25.
[*] Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.
[/list]
[b]Seek and Destroy[/b]
[list]
[*] Accuracy bonus increased from 25% to 35%.
[*] Capture bonus and received accuracy bonus while moving removed.
[*] Seek and Destroy Ability properly provide its benefits to vehicles you control for the full 40 seconds duration of the activation.
[/list]
[b]Sherman[/b]
[list]
[*] White Phosphorus Smoke ability no longer slows vehicles on hit.
[/list]
[b]Sherman Easy 8[/b]
[list]
[*] 76mm penetration reduced from 300/200/170 to 200/180/160.
[*] Arrives with a veterancy 1 Engineer squad; unit only becomes Assault Engineers if the Assault Engineer is unlocked.
[*] Command point requirement increased from 7 to 8.
[*] Cost increased from 600 manpower and 100 fuel to 650 manpower and 105 fuel.
[/list]
[b]Sherman Whizbang[/b]
[list]
[*] Precision Rocket barrage renamed to Long-Range Barrage.
[*] Long-Range Barrage range increased from 80 to 160.
[*] Long-Range Barrage range reload increased from 0.25 to 1.
[*] Long-Range Barrage rocket count increased from 10 to 15.
[/list]
[b]Special Operations P-47 Dual Strafing Run[/b]
[list]
[*] Second plane now arrives 2 seconds later than the first plane.
[/list]
[h3]Support Center[/h3]
[b]Air Support Center[/b]
[list]
[*] Ability reticules adjusted to be more representative of their area of effect.
[*] Air Supply cost increased from 100 manpower and 30 fuel to 150 manpower and 40 fuel.
[*] P47 Dive Bomb area of effect reduced from 10 to 7.
[*] P47 Strafe’s 2nd plane now arrives 2 seconds slower.
[/list]
[b]Infantry Support Center[/b]
[list]
[*] Munitions Surplus no longer grants an ability recharge bonus.
[*] Survival Training now grants 25% faster recharge speed on infantry abilities.
[/list]
[b]US Airborne[/b]
[list]
[*] M1919A6s upgrade time reduced from 50 to 30 seconds.
[/list]
[b]Mechanized Support Center[/b]
[list]
[*] Chaffee APCR Rounds ability penetration reduced from 300/200/160 to 270/165/120.
[*] Munitions cost reduced from 45 to 35.
[*] Canister Shot ability reworked to deal high damage against infantry in the open, but is less effective against units in cover. Deals 25% damage against units in garrison and heavy cover, 50% against light cover.
[list]
[*] Munitions cost reduced from 45 to 25.
[*] Greyhound canister area of effect model limit increases from 3 to 4.
[*] Sherman canister area of effect model limit increases from 3 to 5.
[/list]
[/list]
[h2]WEHRMACHT[/h2]
While a potent faction, a number of the Wehrmacht units were underperforming when they should be key components of their respective tier’s arsenal. We have made a number of changes to address units like the Wirbelwind’s cost and the Stummel’s performance. Furthermore, the Armored Skirts upgrade has been reworked to offer a potent power spike for all the Wehrmacht’s core medium armored vehicles in the late-game.
[b]20mm Flak 30 AA Gun Team[/b]
[list]
[*] Build time reduced from 45 to 40.
[*] Crew health increased from 80 to 90.
[*] Penetration increased from 26/22/18 to 30/26/22.
[*] Veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000.
[/list]
[b]251 Stummel Conversion[/b]
[list]
[*] Auto-fire reload reduced from 5 to 4 seconds.
[*] Barrage recharge time standardized to 20 seconds.
[*] Barrage reload reduced from 2.5 to 2 seconds.
[*] Barrage shell count increased from 4 to 6.
[*] Munitions upgrade cost reduced from 60 to 50 Munitions.
[/list]
[b]Armored Skirts[/b]
[list]
[*] Cost increased from 125 manpower and 25 fuel to 200 manpower and 45 fuel.
[*] Now provides +80 health to all affected vehicles.
[*] Side armor bonus removed.
[/list]
[b]Blitzkrieg – Breakthrough Battlegroup[/b]
[list]
[*] Reload bonus increased from 35% to 40%.
[*] Speed bonuses and received accuracy bonus reduced from 50% to 35%.
[/list]
[b]Command Panzer IV[/b]
[list]
[*] AP rounds penetration increased from 90/75/65 to 90/85/75.
[*] AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.
[*] AP Round area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.
[*] HE angle scatter reduced from 12.5 to 7.
[*] HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.
[*] HE round area of effect radius increased from 4 to 5.
[*] HE round area of effect mode limit increased from 3 to 4.
[*] HE round reload time reduced from 4.5/5 to 4/4.5.
[*] HE rounds now fire directly at targets.
[*] Movement scatter changed to match other tank guns.
[/list]
[b]Flakpanzer IV Wirbelwind[/b]
[list]
[*] Cost reduced from 320 manpower and 60 fuel to 300 manpower and 50 fuel.Checkbox Checked with solid fill
[*] Reload speed decreased from 3.75/4.25 to 1.875/2.125.
[*] Tactical Advance replaced with White Phosphorous rounds.
[*] White Phosphorous Rounds cause suppression and reduce a vehicle’s vision by 75% on hit for 5 seconds. Costs 30 munitions. Lasts 30 seconds.
[/list]
[b]Jaeger Light Infantry[/b]
[list]
[*] Capture and de-capture bonus from reconnaissance package set to a flat +20% bonus.
[*] Reconnaissance Package munition cost reduced from 60 to 50.
[/list]
[b]Kettenkrad[/b]
[list]
[*] Communication cable munitions cost reduced from 35 to 25.
[*] Communication cables now grants the Kettenkrad +33% capture and de-capture speed and grants +7 vision range to points captured by the Kettenkrad.
[*] Communications cable resource bonus removed.
[*] Speed increased from 10.50 to 11.75.
[/list]
[b]Mechanized 8Rad[/b]
[list]
[*] Veterancy ability replaced with Deutsche Afrikakorps Commander 8Rad Ability.
[/list]
[b]Nebelwerfer[/b]
[list]
[*] White Phosphorous rocket count increased from 5 to 6.
[/list]
[b]Pioneer[/b]
[list]
[*] Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.
[/list]
[b]Panther[/b]
[list]
[*] Tactical Advance replaced with Tank Hunter.
[*] Tank Hunter is a Passive Ability that causes target vehicles hit by the Panther to be 25% easier to hit for 8 seconds. The affected unit will also be revealed, even in the fog of war for the entire duration.
[/list]
[b]Stosstruppen[/b]
[list]
[*] White Phosphorous Grenades now properly deal damage over time.
[/list]
[h2]BRITISH FORCES[/h2]
We have given the British forces a small number of adjustments to address a number of concerns. The changes below should make it easier to deal with British artillery in late-game scenarios, and reduce how oppressive their vehicle rushes with Crusader AA or Stuart can be against infantry.
[b]BL 5.5 Inch Howitzer[/b]
[list]
[*] Command Point cost increased from 2 to 3.
[*] Health reduced from 800 to 480.
[*] Manpower cost increased from 320 to 400.
[/list]
[b]Dingo[/b]
[list]
[*] Now gains shared experience.
[/list]
[b]CMP 15 CWT Truck[/b]
[list]
[*] Veterancy 1 Improved Logisitic ability now shared between the standard CWT and the medical variant.
[/list]
[b]Commandos[/b]
[list]
[*] Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5.
[/list]
[b]Crusader AA[/b]
[list]
[*] Area of effect radius reduced from 2.5 to 2.
[*] Area of effect distances reduced from 0.75/1.5/2 to 0.33/1/1.75.
[/list]
[b]Infantry Section[/b]
[list]
[*] Recce Package passive vision bonus reduced from 7.5 to 5.
[*] Light Vehicle Refit and Withdraw
[*] No longer costs munitions.
[/list]
[b]M3 Stuart[/b]
[list]
[*] Mark Target munitions cost increased from 25 to 45.
[*] Mark Target penetration bonus reduced from +50% to +25%.
[*] Area of effect damage changed from 1/0.3/0.15 to 0.5/0.3/0.3.
[*] Area of effect damage distances changed from 0.44/0.875/1.31 to 0.375/0.375/2
[*] Moving scatter increased from 25% to 50%.
[*] Max scatter to 3.5.
[*] Scatter angle from 7.5 to 5.5.
[*] Scatter offset set to 0.125 to 0.
[/list]
[h2]DEUTSCHE AFRIKAKORPS[/h2]
We are making a number of changes to DAK to address some of the issues they face. These issues include a lack of ready access to infantry-based anti-tank units when going for the Mechanized Kompanie and the early weakness of their Panzergrenadiers when outside Combined Arms range. We still want DAK to be a vehicle-based faction that needs to leverage its vehicles to gain an advantage and have made improvements to early units like the 250 Halftrack to further emphasize to encourage vehicle play.
[b]250 Halftrack[/b]
[list]
[*] Manpower cost reduced from 260 to 250.
[*] Front armor increased from 6 to 7.
[*] Veterancy Requirements reduced from 1200/3600/7200 to 600/1800/3600.
[/list]
[b]Advanced Optics[/b]
[list]
[*] New upgrade added to the Armory. Requires Panzerarmee Command.
[*] Costs 250 Manpower.
[*] Increases the vision range of all vehicles by +5 when moving. When vehicles are stationary, increases vehicle vision by +10.
[/list]
[b]Advanced Repairs[/b]
[list]
[*] Manpower cost reduced from 200 to 150.
[*] Advanced Repairs now requires the Light Support Kompanie. Previous Panzer Armee requirement removed.
[/list]
[b]Assault Grenadiers[/b]
[list]
[*] Manpower cost reduced from 340 to 300.
[/list]
[b]Bersaglieri[/b]
[list]
[*] Bersaglieri call-in ability recharge time increased from 60 to 75 seconds.
[*] Manpower cost reduced from 320 to 280.
[/list]
[b]Breda Model 30 Light Machine Guns[/b]
[list]
[*] Command point requirement reduced from 3 to 2.
[*] Weapon burst duration increased from 0.75/1.25 to 1/1.55.
[*] No longer grant 1 free LMG to Panzergrenadier and Bersaglieri squads.
[/list]
[b]Combat Half-track[/b]
[list]
[*] Provides a flat 4 armor bonus to all facings to all affected units
[/list]
[b]Combined Arms[/b]
[list]
[*] Gives +15% speed to all Deutsche Afrikakorps infantry who have Combined Arms available.
[*] Panzergrenadier version no longer grants ability range bonuses and only provides +10% bonus to accuracy. Grants the same bonuses as the Combined Arms used by other infantry.
[/list]
[b]Command Panzer IV[/b]
[list]
[*] Wehrmacht and Deutsche Afrikakorps Command Panzer IV now both share the ammo swap ability.
[*] AP rounds penetration increased from 90/75/65 to 90/85/75.
[*] AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.
[*] Area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.
[*] HE angle scatter reduced from 12.5 to 7.
[*] HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.
[*] HE round area of effect radius increased from 4 to 5.
[*] HE round maximum damage cap from 3 to 4.
[*] HE round reload time reduced from 4.5/5 to 4/4.5.
[*] HE rounds now fire directly at targets.
[*] Movement scatter changed to match other tank guns.
[/list]
[b]Grenade Package[/b]
[list]
[*] Grenade Package Removed. Panzergrenadiers now require either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed in order to access grenades.
[/list]
[b]Kradschutzen[/b]
[list]
[*] Speed increased from 11.5 to 13.
[/list]
[b]Light Support Kompanie[/b]
[list]
[*] Now has access to Panzerjaegar squads costing 250 manpower.
[/list]
[b]Panzergrenadiers[/b]
[list]
[*] Grenade range increased from 16 to 20.
[*] LMG accuracy increased from 0.363/0.286/0.2332 to 0.396/0.312/0.2544.
[*] Rifle accuracy increased from 0.493/0.484/0.341 to 0.538/0.528/0.372.
[*] Model 24 grenade and Hafthohlladung Anti-tank Grenades now requires either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed.
[/list]
[b]Secure Location[/b]
[list]
[*] Now grants a +20% decapture bonus in addition to its capture bonus.
[/list]
[b]StuG III D[/b]
[list]
[*] Veterancy Requirement reduced from 1500/4500/9000 to 1000/3000/6000.
[*] Firing Positions range bonus increased from +15 to +20 range.
[/list]
[b]Note[/b]
[i]Currently Veterancy is 1000/2000/6000. This will be set to the intended values in our next patch.[/i][h3]Italian Infantry[/h3]
[b]Booby Traps[/b]
[list]
[*] Command Point requirement from 2 to 1.
[*] Booby Trap cost reduced from 55 to 45 munitions.
[*] Traps that detonate on a Victory or Territory point will increase the time it takes to capture the given point by +100% for 20 seconds.
[/list]
[b]Cannone da 105/28[/b]
[list]
[*] Command Point requirement from 4 to 3.
[/list]
[b]Designate Defensive Line[/b]
[list]
[*] Renamed to Sound the Alarm.
[*] Munition cost reduced from 60 to 40.
[*] Now also makes squads 20% harder to hit when active in addition to other bonuses.
[*] Now plays an alarm effect on activation.
[/list]
[b]Guastatori[/b]
[list]
[*] Armor increased from 1.25 to 1.5
[/list]
[b]L6/40[/b]
[list]
[*] Cost increased from 450 manpower and 30 fuel to 475 manpower and 35 fuel.
[*] Emergency Speed now replaces Italian Brotherhood: Increases speed by +50%, and has +25% acceleration while making the unit 25% harder to hit. Disables weapons while active.
[*] Health increased from 240 to 280.
[*] Now has medium crush.
[*] Penetration increased from 16/14/13 to 45/25/15.
[/list]
[b]Propaganda War[/b]
[list]
[*] Now has a delay before the ability activates.
[*] Now fires 10 shells over a large area that cause suppression damage. Targets that are pinned will retreat if they are in the blast radius of propaganda shells. No longer causes units to immediately retreat if they are not pinned.
[/list]
We have also made some significant changes to the Italian Infantry tree, increasing its viability.
[b]Before[/b]
[img]https://clan.cloudflare.steamstatic.com/images//40883127/c1f550d6904ef25cfa1e45e186c9f558ff601599.png[/img]
[b]After[/b]
[img]https://clan.cloudflare.steamstatic.com/images//40883127/20c7e1908272bc673b8ea941d15e691d04efe7b7.png[/img]