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PS5 Update 24.02-09.00.00 Adds DualSense Sound Enhancements This March 13

Sony has rolled out PS5 update 24.02-09.00.00 for a global release. This update brings in DualSense sound enhancements as well as new screen share interactions. You can also now change the brightness of the power indicator too. Read on for what’s new in the latest PS5 system update roll out this March 13.

PS5 Update 24.02-09.00.00 Patch Notes for March 13:

Patch size: 1.17 GB

  • The device software of the DualSense and DualSense Edge wireless controllers has been updated to improve their sound features.
    • The controller speakers can now produce higher volume sound, allowing you to hear in-game sounds and voice chat audio more clearly.
    • The mic input quality on these controllers has been improved with a new AI machine-learning model. Background noise from button presses and game audio are suppressed, resulting in a better voice chat experience.
  • You can now adjust the brightness of your PS5’s power indicator.
    • Go to Settings > System > Beep and Light, and then select Brightness.
  • New features have been added to Parties and Share Screen.
    • Players watching Share Screen can use pointers and emoji reactions to interact with the host’s gameplay.
      • Viewers can use a pointer or indicate a specific location on the gameplay screen with ping.
      • Viewers can also send emoji reactions.
      • This feature is available when the host turns on Viewer Interactions in the Share Screen settings.
  • Unicode 15.1 emoji is supported. You can now use them in messages.
  • The device software of the DualSense and DualSense Edge wireless controllers, PlayStation VR2 headset, PlayStation VR2 Sense controllers, and Access controller has been updated to improve stability.
  • The system software performance and stability has been improved.
  • The messages and usability on some screens has been improved.

DualSense wireless controller built-in mic and speaker audio enhancements

We’ve updated the device software of the DualSense and DualSense Edge wireless controllers to improve their sound features.

  • Controller speaker enhancements. The controller speakers can now produce higher volume sound, allowing you to hear in-game sounds and voice chat audio more clearly.
  • Improved noise cancellation. The mic input quality on these controllers has been improved, courtesy of a new AI machine learning model. Background noise from button presses and game audio are suppressed, resulting in a better voice chat experience. Install the system software beta and update the controller device software to enjoy enhanced clarity of your voice chat audio when using the controller mic.
  • With this update, you may feel that the sounds coming from your controller speaker may sound louder. You can adjust the controller speaker volume from the control center.

Image of a white DualSense wireless controller on a white background

Share Screen Interactions

Players watching Share Screen in full screen mode can now use pointers and emoji reactions to interact with the host’s gameplay.

  • Viewers can move a pointer around, send a ping or draw a line on the shared screen, allowing them to highlight certain objects or areas to guide the host player more accurately.
  • Viewers can send emoji-based reactions to the host’s screen to visually encourage and celebrate gameplay actions.
  • Note: this feature is available by default but can be turned off by the host in the Share Screen settings. Both the host and the viewer must be participating in the beta to use this feature during the beta period.

PS5 UI screenshot showing pointers and emoji reaction on the The Last of Us Part II Remastered gameplay screen

Adjust Brightness of PS5 Power Indicator

You can now adjust the brightness of your PS5 console’s power indicator.

  • Go to [Settings] > [System] > [Beep and Light], and then select [Brightness].

Be sure to stay tuned in the near future when more PS5 updates are released.

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Source: PlayStation Blog

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Tekken 8 Team Battle Possibility: Harada States Mode Not as Played as Much as Community Might Think

Remember Team Battle mode in past Tekken games? If you’re hoping to see it added in Tekken 8, you might be waiting a while. It’s not because the dev team is against it, but the mode isn’t as popular as some people think.

This was revealed by Tekken’s Project Chief Director Katsuhiro Harada when we asked him about the possibility of Tekken 8 Team Battle possibly being added.

MP1st: Is there a chance for Team Battle to make a comeback?

Harada: That depends if there’s demand for it. We’ve been conducting user surveys at considerable cost since the offline era of fighting games. Since the move to online, we’ve been analyzing all kinds of data statistically.

While I’m sure that many have played the Team Battle mode with friends and family and have good memories associated with it, we found that it wasn’t played by players as much as the community might think.

The Team Battle mode in TEKKEN 2 was played the most, but as the series progressed, it became less and less chosen. If the mode were to make a comeback, people might play it nostalgically for the first few times. However, when looked at from the perspective of the entire player base, many players will call for different content to be added instead of a mode that is not demanded for. Moreover, in the modern age, adding such modes is not as cheap and easy as it previously was, and involves significant debugging costs and more.

All in all, the demand for the Team Battle mode has been low, and demand for it hardly accumulates. Some may say on social media sites that they want it, and while there may be anecdotal evidence to support the demand, what is crucial is the quantitative data. As such, we’d need to direct our efforts where there’s a more significant demand, as our time, resources, and development budget are not infinite.

Well, there you have it. From the sound of it, Team Battle’s implementation might not be worth the effort to put it in.

For those not familiar with the mode, it was first introduced in Tekken 2, and it was a mode that allowed players to make teams of up to eight fighters. After one fighter is defeated, the next one takes their place. The mode made an appearance in every major Tekken game entry except Tekken 7, and now, Tekken 8.

In the same chat, Harada disclosed that a disconnect rate display fix is planned to be released this April.

Stay tuned to our full chat with Harada hitting the site very soon.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Genshin Impact Update 4.50 Released as Servers Enter Maintenance

Genshin Impact update 4.50 has begun rolling out on all platforms, brining the highly anticipated new character and quest, along with other things, though players will need to wait a while as the servers are currently down for planned maintenance.

Genshin Impact Update 4.50 Patch Notes | Genshin Impact Update 4.500 Patch Notes | Genshin Impact Update 4.5 Patch Notes

While miHoYo has yet to release official patch notes for the 4.5 update, we do know some of the expected highlights via Reddit.

Some key highlights of the version:

Genshin Impact Server Maintenance

For those wondering, yes the Genshin Impact servers are currently down, and although miHoYo hasn’t given an exact time when they’ll be back up, they did note that they are expected to be down for roughly five hours.

We expect the full patch notes to go live once the servers have been restored, so check back later for the full changelog.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Veteran Naughty Dog, Activision, and id Software Developers Form Emptyvessel for New Shooter

Industry veterans Emanuel Palalic and Garrett Young announced the formation of a new Austin, Texas-based studio, Emptyvessel, in which the studio plans to develop a new AAA immersive shooter with a developer-first approach in their direction and execution. 

As revealed via a press release, Emptyvessel is a brand-new Texas-based studio formed by veterans from all facets of the gaming industry. The studio will be led by CEO and game director Emanuel Palalic and COO and general manager Garrett Young. Both have extensive work at id Software, working on the Doom and Quake franchises. The studio is also composed of plenty of other industry vets working at some of the biggest studios and gaming franchises today. Notable ones mentioned in the press release included DOOM, Quake, Call of Duty, Last of Us, Borderlands, Tomb Raider, Uncharted, Callisto Protocol, and others. 

Garrett Young says in the press release that the studio was formed with a “developer-first” approach.

“Our industry is at a crossroads between business and talent. At emptyvessel, we take a Developer-First approach to our direction and execution,” said Garrett Young, COO and General Manager at emptyvessel. “We understand every innovation in this industry has been led by a developer taking a risk — every new IP, every billion-dollar franchise. Gaming’s next massive hit can come from anywhere.”

Emmanuel Palalic also shared some words about this exciting endeavor. 

“Many game developers like myself began our journey fueled by the dream of one day bringing our worlds to life,” said Emanuel Palalic, CEO and Game Director, emptyvessel. “By prioritizing and aligning with our strengths, we’re confident it’s possible to create AAA-quality games with smaller, focused teams. The industry has often overlooked the people who pour their hearts and souls into crafting these worlds. With emptyvessel, we’re determined to change that narrative and make that dream a reality for as many developers as we can.”

The team is currently working on an unannounced project confirmed to be a shooter inspired by film, graphic novels, and games set in dystopian sci-fi worlds. It’ll be built using Unreal Engine 5. 

A teaser of their upcoming project can be found below

No target release date or platforms were revealed, though seeing that the title is being built on Unreal Engine 5, we can safely assume it won’t be coming to the last-gen platforms. 

We wish the newly formed studio good luck on their journey, and cannot wait to see what they create in the upcoming years. 

In other gaming news, Stig Asmussen, the director behind God of War 3 and Respawn’s Jedi series, has established his own studio called Giant Skull.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Final Stand: Ragnarok Hands-On Preview – Jotunheim Fun

The last few years of gaming have seen no shortage of Norse theme titles, which is all good to me as mythology has plenty to offer. Such is the case with Final Stand: Ragnarok, a cooperative online multiplayer game that pits you and your friends against the forces of Hel.

Making One Hel of a Stand

Final Stand: Ragnarok puts players in the shoes of legendary champions based on Norse mythology. Ragnarok has arrived, as with any Norse-themed game. However, unlike plenty of other Norse-theme games, Final Stand: Ragnarok sets out to recreate the epic battles told in tales. As the name suggests, this is your final stand, and it’s against the forces of Hel as you roam across the battlefield, doing all you can to prevent Ragnarok while fending off against an endless wave of enemies. 

In some ways, it’s almost like a 3D version of Vampire Survivors, as countless hoards of enemies flood the screen. When I say hoards, I’m not talking about groups of tens or hundreds. Thousands upon thousands of enemies will quickly swarm you and your teammates for what can only be described as an epic battle fit for a tale. It can be overwhelming, but like Vampire Survivors, overcoming those odds comes with an endorphin-filled satisfaction. 

It’s not just about stomping your enemies and killing hundreds in a flash, as the game relies heavily on planning and coordinating things with allies. Sure, you can solo a good portion of the early sections, but as time passes, the difficulty ramps up, and teamwork becomes absolute. 

That’s where having other heroes on the field is crucial, as some abilities can be synergized with other heroes. An alley that can easily freeze a group with ice blasts, while another follows up with an AoE, shattering them to bits. 

There are objectives to complete, but the jist seemed mostly to defend crucial points around the map, which you are guided to with a compass. On-field pick-ups will also spawn around the map, giving you buffs, limited-quantity moves, and other stuff. There are even some crafting and building that you can do, like setting up barricades and such. 

Due to time constraints on our end, I couldn’t try out any of the other heroes beyond my first pick, which was the axe wielder with the before-mentioned Ice abilities. Still, I could see where a lot of the fun was forming, and roaming around these massive battlefields with friends, back to back, with enemies engulfing the screen and chaining one ability after another was pure fun. 

I know, graphically speaking, Final Stand: Ragnarok isn’t what we call pushing the envelope by any degree. But that’s not the goal anyway, and instead, the studio has opted to take advantage of the low poly-toned World of Warcraft visuals to favor performance with a sheer amount of enemies occupying the screen. I’ve mentioned that thousands of enemies can spawn on the battlefield at any moment. On my screen, I had witnessed what could only be described as pure chaos, as enemies filled the entirety, leaving almost no gap empty. 

Typically, this is where the issues come in, as even massive AAA games tend to take a toll on performance whenever they’re pushed into highly intensive CPU-bounds scenes. Despite the thousands of enemies, my performance barely, if at all, took any hits. I do have to point out that my PC is on the higher end of the spectrum, with an RTX 4090, but I’ve played plenty of other games, and that power hasn’t always been there to save the performance.

It’s pretty impressive to see what engine Unchained Entertainment is dubbing the Unchained Engine can pull off. It is a fitting name, as it can handle loads of enemies with ease, all with enemies, attacks, and a variety of them, without having a major impact on a player’s setup. This being a game based on Norse Mythology, being able to create these epic battles thought to only exist in myth is an incredible feat. and a fun one at that. Visuals aren’t always everything, and Final Stand: Ragnarok proves that. 

All in all, Final Stand: Ragnarok has plenty of potential, and with early access kicking off later this week, the studio’s reaction to community feedback will determine a lot of that potential. I think what essentially serves as the foundation is, as of now, in great shape, but there’s room for improvement. That’s mostly in the content department, some of which the studio has already outlined on Steam and what players can expect to arrive later. Otherwise, if you’re looking for something new and exciting, I suggest trying Final Stand: Ragnarok; you may end up being surprised by what the game has to offer. 

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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Former God of War 3 and Jedi: Survivor Director Sets New Studio “Giant Skull;” Working on AAA Story-Driven Action Game

If you liked God of War 3 and Jedi: Fallen Order and its sequel, Jedi: Survivor, you might want to keep an eye out for Giant Skull — a new studio established by video game veteran Stig Asmussen who directed both GoW3 and Respawn Entertainment’s two Jedi games.

Asmussen left Respawn in September 20234 to form his new studio in Los Angeles, though it will feature remote workers from around the globe. Giant Skull is a new AAA studio developing a single-player-focused action-adventure game on Unreal Engine 5.

“The Giant Skull studio culture is focused on creativity and curiosity. We have assembled a talented team renowned for immersive storytelling, heroic combat, and exhilarating traversal, and our goal is to craft a rich universe that players will want to lose themselves in for years to come.”  – Stig Asmussen, CEO of Giant Skull

The Giant Skull website is now live, and what’s more, it features “an endless amount of possible commands” that people can input on the terminal which should unlock secrets and other whatnot. Perhaps more info regarding the studio’s project can be obtained this way?

Given Asmussen’s past projects, a single-player game that’s heavy on narrative and based on action is exactly what we’re expecting the studio to do — and to do well. Here’s hoping we hear more about Giant Skull’s project soon.

Released last year, Star Wars Jedi: Survivor made such an impression that it even cracked our Top 10 Games of 2023! If you haven’t picked it up yet, go read my review of it here.

Source Game Informer

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Red Dead Redemption Update 1.04 Saddles Out This March 12

Rockstar Games has surprisingly released Red Dead Redemption update 1.04, and this is an unannounced title update. Given the age of the game, we are not expecting anything major in terms of content or changes, but read on for what’s new in the patch notes for March 12.

Red Dead Redemption Update 1.04 Patch Notes:

Size: 376MB (PS4)

[March 12, 2024] – Miscellaneous

  • A Terms of Service (ToS) screen has been added
  • Improvements have been made to the stability of the game

Yep, that’s about it. I told you not to expect too much from this title update.

Red Dead Redemption was originally released on the PS3 and Xbox 360 back in 2010, and was re-released for the Nintendo Switch and PS4 in August last year. Unfortunately, this re-release didn’t bring any graphical enhancements or even the multiplayer in tow.

Here’s hoping that if Red Dead Redemption 2 gets a re-release, it will be a better version of the original.

Related Reading:

Source: Rockstar Support

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Minecraft Update 2.84 Released for Version 1.20.70.71 This March 12

4J Studios has released Minecraft update 2.84, which combines Bedrock version 1.20.70 and 1.20.71 into this one patch. This is one is full of changes and even includes Experimental technical changes. Read on for the lengthy patch notes available below.

Minecraft Update 2.84 for Bedrock Version 1.20.70/71 Patch Notes:

Check out the highlights from this release:

  • Wolves now have double the amount of health than they used to
  • Experimental: Upcoming 1.21 features, including the Bogged, Wind Charge, and Vault

NOTE: Some platforms may see this update as version 1.20.70, though the two versions are fully compatible in multiplayer.

Vanilla Parity:

Mobs

  • Wolves can now withstand the same amount of damage as in Java Edition (MCPE-177613)
    • Rather than halving all damage dealt to tamed Wolves by entities other than Players or Arrows, as currently done in Java Edition, the maximum health of tamed Wolves has been increased from 20 to 40
    • Pre-existing tamed Wolves will need to be fed to reach the new maximum health
    • To ensure the healing rate remains consistent, the health restored by feeding Wolves has been doubled
    • Java Edition will be adjusted to match the new Bedrock Edition implementation

Experimental Features:

Wind Charge

  • Become the Breeze! Using a Wind Charge will fire off a Wind Charge projectile similar to the Breeze’s
  • A Wind Charge fired by a player will grant 10% more knockback than a Breeze’s
  • Just like the projectile fired by the Breeze, Wind Charges fired by the player also deal damage if they hit an entity directly
  • The Breeze drops between 4-6 Wind Charges when killed
  • Wind Charges have a max stack size of 64
  • There is half a second cooldown after each use
  • Wind Charges can be fired from a dispenser
  • Players that launch themselves with a Wind Charge only accumulate fall damage below the y-level of where they collided with the wind burst

Bogged

  • A new variant of Skeletons that shoot poisonous arrows
    • They’re faster to take down with 16 health instead of 20 health
    • They attack at a slower interval of 3.5 seconds instead of 2 seconds
  • Has a chance to drop Arrows of Poison when killed by players
  • These mossy and mushroom covered Skeletons spawn naturally in Swamps and Mangrove Swamps
    • Can also be found spawning from Trial Spawners in some Trial Chambers

Vault

  • A block that holds locked treasure and loot – find the right key to eject its rewards
    • Found throughout Trial Chambers, containing the structures’ most valuable loot
    • Vaults in Trial Chambers require a Trial Key to be unlocked
  • Can be unlocked by an unlimited amount of players
    • After a player has unlocked a Vault, they cannot unlock that Vault again
    • If a player has not unlocked that Vault before, an orange stream of particles will flow from the player to the Vault when nearby
  • Has a keyhole that will be open or closed depending on the players nearby
    • If any nearby player has not unlocked that Vault, the keyhole will be open
    • If all nearby players have unlocked that Vault, the keyhole will be closed
  • Within its cage, it will cycle through and display items which are possible to eject from its loot table
  • The rewards it ejects are randomized from its loot table each time it is unlocked
  • Vaults currently reuse the same loot table that reward chests previously used in the Trial Chambers
    • This loot table is temporary and will be completely revised as development continues
  • Cannot be crafted or obtained in Survival mode, and does not drop anything when mined
  • Explosion-resistant and cannot be moved

Wolf

  • The collars of tamed Wolves have been increased in size, making them visible not only from the front but also from other angles

Fixes and Changes:

Performance / Stability

  • Fixed a bug that could cause the loading screen to get stuck for some time around 40% (MCPE-175550)
  • Fixed an issue where the game could softlock while displaying the “Loading resource packs” modal
  • Fixed an issue that could cause the game to freeze when changing languages on some platforms

Gameplay

  • Upward player motion will now reset fall distance, allowing Riptide Tridents to break a fall (MCPE-126454)
  • Players can now bridge blocks over water (MCPE-163165)
  • Fixed sky light not being updated properly when big gaps of air were present between the ceiling and the floor
  • Fixed a bug that could sometimes prevent the Stronghold portal room from being generated (MCPE-19426)
  • Fixed players not unlocking “The Beginning” trophy on PlayStation for defeating a Wither, even if they were close enough to the Wither

Mobs

  • When fed, baby mobs now emit both sound and particles
  • All sounds emitted by Phantoms are now audible even when the player is facing away (MCPE-133125)
  • All sounds emitted by Wardens are now audible even when the player is facing away (MCPE-159481)

Blocks

  • Double Slabs can once again be created when stacking two of the same Slabs together (MCPE-179187)
  • Sweet Berry Bush Sapling now slows down players when walked through (MCPE-46152)
  • Cave Vines without Glow Berries no longer drop a Glow Berry when Silk Touched (MCPE-151348)
  • Blue and Black Candle Cakes now display and drop the correct type of Candle (MCPE-162868)
  • Patternless Banners taken from the Creative mode inventory will no longer reset when first placed (MCPE-178327)
  • Tall Flowers are no longer affected by Fortune enchantment (MCPE-18880)
  • Large Ferns now have a chance of dropping Wheat Seeds (MCPE-126947)
  • Tweaked the loot drop distributions for Fortune enchantment of Melon, Redstone Ore, Glowstone, and Nether Wart to better match Java Edition
  • Fixed a bug that made it so players could not place multiple items while moving, such as Boats or Fireworks (MCPE-178063MCPE-178077)
    • As a result of this fix, we’ve had to revert the fix for Slabs and Stairs being placed inconsistently while continuously building (MCPE-54855). We’ll work to reintroduce a fix for this in an upcoming update
  • In Realms, removing an item from an Item Frame while in Creative mode no longer destroys the Item Frame (REALMS-10464)
  • In Realms, removing a book from a Lectern while in Creative mode no longer destroys the Lectern (REALMS-10536)
  • Lots of blocks now play appropriate sounds when entities fall onto them. The blocks are as follows: (MCPE-176939)
    • Amethyst Block
    • Amethyst Cluster variants
    • Ancient Debris Block
    • Anvil Block
    • Azalea Block
    • Azalea Leaves
    • Bamboo Block
    • Bamboo Wood
    • Basalt Block
    • Big Dripleaf
    • Bone Block
    • Calcite Block
    • Candle
    • Cave Vines
    • Chain Block
    • Cherry Leaves
    • Cherry Wood
    • Chiseled Bookshelf
    • Copper Block variants
    • Coral Block
    • Crimson Nylium Block
    • Deepslate Block
    • Deepslate Bricks
    • Dripstone Block
    • Frog Spawn
    • Froglight
    • Glass Block
    • Grass Block
    • Gravel Block
    • Hanging Roots
    • Hanging Sign
    • Honey Block
    • Ladder Block
    • Lantern Block
    • Lodestone Block
    • Mangrove Roots
    • Moss Block
    • Moss Carpet
    • Mud Block
    • Mud Bricks
    • Muddy Mangrove Roots
    • Nether Brick Block
    • Nether Gold Ore Block
    • Nether Sprouts
    • Nether Wart
    • Nether Wart
    • Netherite Block
    • Netherrack Block
    • Packed Mud
    • Pink Petals
    • Pointed Dripstone
    • Powder Snow
    • Rooted Dirt
    • Sand Block
    • Scaffolding Block
    • Sculk Catalyst
    • Sculk Sensor
    • Sculk Shrieker
    • Sculk Vein
    • Shroomlight Block
    • Slime Block
    • Snow Block
    • Soul Sand Block
    • Soul Soil Block
    • Spore Blossom
    • Stone Block
    • Suspicious Gravel
    • Suspicious Sand
    • Tuff Block
    • Turtle Egg Block
    • Vine Block
    • Warped Nylium Block
    • Warped Wart
    • Wood Blocks
    • Wool Block

Items

  • Updated the Globe pattern on Shields to match Java Edition (MCPE-169595)
  • In Realms, attempting destruction of one Sea Turtle Egg on a stack of more than one in Creative mode no longer destroys two at once (REALMS-10477)
  • Spawn Eggs are now called “[Mob] Spawn Egg” instead of “Spawns [Mob]” so that players can more easily search for them in the Creative mode inventory
  • End Portal Frame has been moved to Nature category in the Creative mode inventory

Touch Controls

  • Players can no longer customize touch controls while on the death screen (MCPE-178037)

Graphical

  • Added 4K resolution support for Xbox Series consoles

Realms

  • Updated the Realms Plus landing page to make it more clear how Realms subscriptions work
  • On Realms, chunks will no longer stay loaded in The End unless a player is in the area (REALMS-11358REALMS-11290)
  • Fixed a bug where text in the Realms Subscription landing page was slightly truncated

Android

  • Storage location will switch to External automatically on fresh installs if storage permission is granted via app settings prior to launching the game on devices running Android 12 or older (MCPE-177269)
  • Certain files and directories will be generated in external storage on next launch when setting storage location to External via in-game settings on devices running Android 12 or older (MCPE-176675)

User Interface

  • Fixed chat messages initially rendering below the screen after sending them (MCPE-178905)
  • The updated Death Screen is now enabled by default, even when resource packs are applied to a world
  • Updated the design of the report a friend warning modal and the report limit warning modal
  • Fixed a bug that caused cleared text to reappear in the inventory search bar (MCPE-174590)
  • Fixed text-to-speech narration for main panel text and Realm Feed button on Realm Slots Screen

Technical Updates:

Updated Add-On Template Packs

  • Updated Add-On templates for 1.20.70 with new resources, behaviors, and documentation are available to download at aka.ms/MCAddonPacks

General

  • Implemented a fix for the “One Block Skyblock” Marketplace map generating flat world in the distance on the client if the map was uploaded on Realms
    • Clients connected to a dedicated server or Realms will no longer improperly generate LevelChunks on the client if one of the following is true:
      • The map is a flat world
      • It’s a Marketplace map
    • This overrides server.properties setting client-side-chunk-generation-enabled for dedicated servers
  • Removed ItemFrameDropItemPacket

Commands

  • Added “has_property” filter for entity target selector that allows for targeting based on the type and value of properties
  • The /damage command no longer contains the damage type ‘suicide’. It is replaced with ‘self_destruct’ (MCPE-174865)
  • The Command Block’s interface will now remove the last error message after successfully compiling a command (MCPE-114029)

Add-Ons and Script Engine

  • Blocks using the “minecraft:material_instances” component with “render_method” = “alpha_test_single_sided” display properly when in the player’s hand

Blocks

  • Fixed ‘minecraft:geometry.full_block’ faces not rotating to match transform component
  • Fixed ‘minecraft:geometry.full_block’ blocks not culling faces against some vanilla blocks
  • “leaves” block is now split into unique names, “oak_leaves”, “spruce_leaves”, “birch_leaves, and ”jungle_leaves”
  • “leaves2” block is now split into “acacia_leaves” and “dark_oak_leaves”
    • Commands will still work with “leaves” and “leaves2”, but only new leaves names will be suggested in the command prompt
  • The “minecraft:grass” block has been renamed to “minecraft:grass_block”, the old name is still understood from commands and data
  • “double_wooden_slab” block is now split into unique instances “acacia_double_slab”, “birch_double_slab”, “dark_oak_double_slab”, “jungle_double_slab”, “oak_double_slab”, “spruce_double_slab”
    • Commands will still work with “double_wooden_slab”, however, “double_wooden_slab” block will not be suggested
  • “wooden_slab” block is now split into unique instances “oak_slab”, “spruce_slab”, “birch_slab”, “jungle_slab”, “acacia_slab”, “dark_oak_slab”
    • Commands will still work with “wooden_slab”, however, “wooden_slab” block will not be suggested
  • “wood” block is now split into unique instances: “oak_wood”, “spruce_wood”, “birch_wood”, “jungle_wood”, “acacia_wood”, “dark_oak_wood”, “stripped_oak_wood”, “stripped_spruce_wood”, “stripped_birch_wood”, “stripped_jungle_wood”, “stripped_acacia_wood”, and “stripped_dark_oak_wood”

Components

  • The “entity_sensor” component’s “range” field now supports two values, the first one for horizontal range and the second one for vertical range
    • This requires a “format_version” of 1.20.70 or higher
  • The “damage_sensor” component’s “damage_modifier” and “damage_multiplier” fields are now properly considered during damage immunity calculations, so that damage adjusted to be lesser or equal to the highest damage received during an entity’s immunity period will be accurately ignored
    • This requires a world version of 1.20.70 or higher

Entity Filters

  • Added new entity filter “was_last_hurt_by”, which checks if the subject is the last player or mob to have recently attack the entity

Items

  • Custom armor attachables can now be trimmed with vanilla trims, and modified vanilla patterns can be applied to custom armor attachables and items
    • Vanilla trim textures can be overridden via the attachable component
    • Vanilla trims can be applied to custom geo armor via the attachable component
    • Modified vanilla trim patterns (to fit the new geo armor) can be applied via the attachable component
    • Armor trim patterns on custom armor requires the 1.20.60+ format version for the attachable and item

Molang

  • Released is_attached and query.has_player_rider from experimental
  • Removed experimental Molang queries get_ride and query.get_riders
  • Deprecated the Molang Features experimental toggle
  • Released Molang scoreboard for use with behavior packs from experimental (resource packs will return 0)
  • Removed experimental Molang queries
    • biome_has_any_tag
    • biome_has_all_tags
    • self
    • target
    • client_input_type
    • get_nearby_entities
    • get_nearby_entities_except_self
  • Added new Molang APIs that give read access to rider body and head rotations
    • rider_body_x_rotation(riderIndex) => float
    • rider_body_y_rotation(riderIndex) => float
    • rider_head_x_rotation(riderIndex) => float
    • rider_head_y_rotation(riderIndex,clampRotation?) => float
    • ride_body_x_rotation => float
    • ride_body_y_rotation => float
    • ride_head_x_rotation => float
    • ride_head_y_rotation(clampRotation?) => float
  • surface_particle_colorquery.surface_particle_texture_coordinate, and query.surface_particle_texture_size are now versioned with 1.20.70 to allow the three queries to see Leaf blocks as the surface texture below the block. Molang versions lower than 1.20.70 will continue to not see the Leaf block below them
  • This change takes effect for Molang queries in packs that have a manifest.json min_engine_version of 1.20.70 or higher.

NBT Parsing

  • Loading of NBT data is now more restrictive. Negative-length arrays, invalid tag ids, and not enough bytes in a payload are now all treated as errors which will prevent a tag loading where before those conditions were sometimes ignored

Spawn Rules

  • “minecraft:spawns_on_block_filter” now supports block descriptors
  • “minecraft:spawns_on_block_prevented_filter” now supports block descriptors
  • “minecraft:spawns_above_block_filter” now supports block descriptors

API

  • Added ScriptGameRules and gameRules for accessing and modifying game rules
  • Fixed the timing of PlayerInteractWithEntityAfterEvent and PlayerInteractWithBlockAfterEvent
  • Added setGameMode and Player.getGameMode to beta for changing the player’s GameMode
  • Added events PlayerGameModeChangeAfterEventPlayerGameModeChangeBeforeEvent with signals afterEvents.playerGameModeChange and world.beforeEvents.playerGameModeChange to beta
  • Added GameRuleChangeAfterEventGameRule and afterEvents.gameRuleChange for responding to GameRules changes
  • Fixed getBlockFromRay returning false positive collisions with water when already submerged

Character Creator

  • Added a new model to contain the character creator animation logic
  • Updated the logic that was done to trigger updating the binds when the animation states have been updated, so we do not run into issues with the binds updating every frame causing a major framerate hit

Experimental Technical Updates:

API

  • Entity Components
    • Added EntityTypeFamilyComponent with functions getTypeFamilies(): string[] and hasTypeFamily(typeFamily: string): boolean
  • Item
    • Moved ItemFoodComponent from beta to 1.9.0
    • Added function matches(itemName: string, states?: Record<string, boolean | number | string>): boolean
  • Removed class BlockVolumeUtils. Moving utility functions onto BlockVolumeBaseand BlockVolume
  • Added class BlockVolumeBase. Is the base class from which block volumes will extend
  • BlockVolume
    • Breaking Change:Converted BlockVolume from an interface to a class, which extends BlockVolumeBase
  • @minecraft/server.Entity.playAnimation
    • Moved Entity.playAnimation from beta to stable
  • Moved enum BlockPistonState from beta to 1.9.0
  • Moved class BlockPistonComponent from beta to 1.9.0
  • Moved class PistonActivateAfterEvent from beta to 1.9.0
  • Moved class PistonActivateAfterEventSignal from beta to 1.9.0
  • ItemComponents
    • Added isCooldownCategory(cooldownCategory: string) : boolean to ItemCooldownComponent
    • Added getCooldownTimeRemaining(player: Player) : number to ItemCooldownComponent
    • Added MinecraftCooldownCategoryTypes to @minecraft/vanilla-data
      • Added getHiddenHudElements(): HudElements[]
      • Added isForcedHidden(hudElement: HudElements): Boolean
      • Added resetHudElements(): void
      • Added setHudVisibility(visible: HudVisibility, hudElements?: HudElements[]): void
      • Added hideAllExcept(hudElements?: HudElements[])
    • Added interface BlockFilter. Used to include / exclude blocks by tag, type and permutation
    • BlockRaycastOptions
      • Added optional member BlockFilter
      • Updated getBlockFromRay(location: Vector3, direction: Vector3, options?: BlockRaycastOptions): BlockRaycastHit | undefined to throw if the BlockFilter include / exclude types cannot be resolved inside BlockRaycastOptions
      • Moved ItemDurabilityComponent from beta to 1.9.0
    • Debug Utilities
      • Started publishing the debug utilities type information
      • Added a disableWatchdog method that lets you disable and enable the scripting watchdog in your scripts
      • Added function playSound(soundId: string, location: Vector3, soundOptions?: WorldSoundOptions): void – Plays a sound at a specified location for all players in the dimension
      • Moved getAllStates API from beta to stable
        • clearJob(jobId: number) – Will now clear iterations in the current tick as well as any scheduled for future ticks. Previously would only clear iterations in future ticks
      • @minecraft/server.WeatherChangeAfterEvent
        • Moved WeatherChangeAfterEvent from beta to stable
        • Moved setOnFire from beta to 1.9.0
        • Moved extinguishFire from beta to 1.9.0
      • Moved EntityOnFireComponent from beta to 1.9.0
        • Moved getEquipmentSlot from beta to 1.9.0
      • Moved BlockStateType from beta to 1.9.0
      • Moved BlockStates from beta to 1.9.0
      • Moved BlockSignComponent from beta to 1.9.0
      • Moved DyeColor from beta to 1.9.0
      • Moved SignSide from beta to 1.9.0
      • Moved ContainerSlot from beta to 1.9.0
      • Moved InvalidContainerSlotError from beta to 1.9.0
        • Moved getSlot from beta to 1.9.0
      • Moved EffectTypes from beta to 1.9.0
      • Moved RawText from beta to 1.9.0
      • Moved createExplosion from beta to 1.9.0
      • Moved ExplosionOptions from beta to 1.9.0
      • Moved DimensionType from beta to 1.9.0
      • Moved DimensionTypes from beta to 1.9.0
      • Moved setDynamicProperty from beta to 1.9.0
      • Moved getDynamicProperty from beta to 1.9.0
      • Moved getDynamicPropertyIds from beta to 1.9.0
      • Moved getDynamicPropertyTotalByteCount from beta to 1.9.0
      • Moved clearDynamicProperties from beta to 1.9.0
      • Added structureManager – A StructureManager instance that allows you to create, load and place structures in the world
      • StructureManager
        • Added function createEmpty(identifier: string, size: Vector3, saveMode?: StructureSaveMode): StructureTemplate – Creates a new empty structure
        • Added function createFromWorld(identifier: string, dimension: Dimension, blockVolume: BlockVolume, options?: StructureCreateOptions): StructureTemplate – Creates a new structure from blocks in the world
        • Added function delete(structure: string | StructureTemplate): boolean – Deletes the structure
        • Added function get(identifier: string): StructureTemplate | undefined – Gets the structure with the specified identifier
        • Added function place(structure: string | StructureTemplate, dimension: Dimension, location: Vector3, options?: StructurePlaceOptions) – Places a structure in the world
      • StructureTemplate
        • Added read-only property id: string– Returns the name of the structure
        • Moved effectAdd from beta to 1.9.0
      • Fixed a bug where item dynamic properties could sometimes be applied to items with a stack size greater than 1
        • Removing function triggerEvent()
      • WorldBeforeEvents
        • Removing property itemDefinitionEvent
      • WorldAfterEvents
        • Removing property itemDefinitionEvent
        • Moved explosion from beta to 1.9.0
      • WorldBeforeEvents
        • Moved explosion from beta to 1.9.0

Dimension

  • getEntities now only returns the entities within the dimension that’s being queried

That’s one big changelog! For more of our Minecraft articles, bookmark this page.

Source: Minecraft Support

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New Overwatch 2 Item Shop Rotation for March 12, 2024

A new Overwatch 2 item shop rotation for March 12, 2024 is live now, bringing a fresh set of store bundles plus individual cosmetics, emotes, and much more. Players will need the requisite amount of Overwatch Coins in order to make purchases in the item shop.

Remember that a 100 Overwatch Coins convert to $1 USD, so 1,000 Overwatch Coins equate to $10 and so on.

New Overwatch 2 Item Shop Rotation for March 12, 2024:

Featured:

  • Cowboy Bebop Mega Bundle (Legendary) – 5600 OC
    • Faye Valentine – Ashe Legendary Skin
    • Spike Spiegel – Cassidy Legendary Skin
    • Ed – Sombra Legendary Skin
    • Jet Black – Mauga Legendary Skin
    • Hip Shooter – Epic Highlight Intro
    • Revolver Twirl – Epic Highlight Intro
    • Coach Gun – Rare Victory Pose
    • Dynamic Duo – Rare Victory Pose
    • Finger Gun – Epic Emote
    • Ed’s Saunter – Epic Emote
    • Faye Valentine – Rare Name Card
    • Jet Black – Rare Name Card
    • Spike Spiegel – Rare Name Card
    • Ed – Rare Name Card
    • Swordfish II – Epic Weapon Charm
    • Bonsai – Epic Weapon Charm
  • Faye Valentine Ashe Bundle (Legendary) – 2500 OC
    • Faye Valentine – Ashe Legendary Skin
    • Hip Shooter – Epic Highlight Intro
    • Coach Gun – Rare Victory Pose
    • Dynamic Duo – Rare Victory Pose
    • Faye Valentine – Rare Name Card
  • Spike Spiegel Cassidy Bundle (Legendary) – 2500 OC
    • Spike Spiegel – Cassidy Legendary Skin
    • Revolver Twirl – Epic Highlight Intro
    • Finger Gun – Epic Emote
    • Spike Spiegel – Rare Name Card
    • Swordfish II – Epic Weapon Charm
  • Ed Sombra Bundle (Legendary) – 2500 OC
    • Ed – Sombra Legendary Skin
    • Ed’s Saunter – Epic Emote
    • Ed – Rare Name Card
  • Jet Black Mauga Bundle (Legendary) – 2500 OC
    • Jet Black – Mauga Legendary Skin
    • Jet Black – Rare Name Card
    • Bonsai – Epic Weapon Charm

That’s all for this week’s Overwatch 2 store refresh! In case you didn’t know, Blizzard announced earlier that each new major in-game event will feature a free skin which players can earn through playing, just like the first Overwatch.

Players can also take a look at these store items over at the official Battle.net Overwatch 2 Shop page.

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Salman Haider Zaidi

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Tomb Raider 1-3 Remastered Update 1.02 Jumps Out for Patch 1 This March 12

Aspyr has pushed out Tomb Raider 1-3 Remastered update 1.02 (PS5 update version 1.000.002), and this is for Patch 1, which was promised by the developer at the start of the month. Read on for what’s new in the patch notes.

Tomb Raider 1-3 Remastered Update 1.02 Patch Notes:

PS5 Update Version 1.000.002 | Game Version Tomb Raider I-III Remastered Update 1 

Update: Aspyr has released the complete patch notes and it affects all the games in the trilogy!

All Games:

● Added missing HD textures
● Updated textures under ladders to no longer be impacted by camera movement
● Updated lighting in certain dimly lit areas
● Resolved textures that would occasionally disappear depending on camera positioning
● Reworked pickup items in dimly lit locations to be more visible

Tomb Raider I:

● Fixed image sizes so paintings were no longer cropped in Lara’s Home
● Resolved partial missing door in the Egypt level
● Updated textures on key pickups to be more visible
● Updated lava textures to not be transparent when viewed at certain angles

Tomb Raider II:

● Resolved a crash that would occur in the Home Sweet Home level
● Updated hitbox for spiders in the The Great Wall level
● Updated misplaced secrets in Golden Mask levels
● Snowmobile no longer rides backwards when firing in Modern Controls
● Updated door handles to include proper textures in Diving Area level
● Updated HD molten gold texture in the Kingdom level
● Updated snow camouflage in HD mode in The Cold War level

Tomb Raider III:

● Updated quicksand textures in HD mode
● Waterfall no longer disappears when switching the levels in the control room of Nevada Desert
● Gem is now visible in the Furnace of the Gods level
● Secret level All Hallows now triggers properly
● Skybox details are now visible in HD mode at beginning of Shakespeare Cliff


Unfortunately, the studio has not discussed what bug fixes were implemented in this update just yet. However, there was an announcement of Update 1 for the game releasing within the month (via Steam):

“We currently are working on the first update, which we anticipate will launch in the next few weeks. We appreciate your patience as we want to ensure that the quality is meeting the needs and expectations of our community.

In regards to the Epic Games Store build and related stories…

A development build with incomplete assets has been available for download on the Epic Games Store.

Content in that Epic Games Store build contained some work-in-progress materials that do not represent our final quality expectations. We have corrected the build to match the live Steam version.”

Once the official patch notes are out, we’ll update the article with the info.

Update: Official patch notes have been added.

Source: Steam

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Alex Co

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Overwatch 2 Update 3.73 Flies Out for Cowboy Bebop Crossover and More This March 12

Blizzard Entertainment has released Overwatch 2 update 3.73 (PS5 update version 1.000.037, and this brings the Cowboy Bebop crossover content alongside a new game mode, Competitive Play updates and a lot more.

Overwatch 2 Update 3.73 Patch Notes for March 12:

PS5 Update Version 1.000.037

OVERWATCH 2 X COWBOY BEBOP

Celebrate the legendary crew of Bebop in Overwatch 2! Immerse yourself in the iconic saga of Cowboy Bebop with an array of new skins found exclusively in the Overwatch 2 shop. From now until March 25, you can also tackle in-game challenges to answer the call of the bounty hunter and snatch up cosmic cosmetic rewards.

GENERAL UPDATES

NEW GAME MODE – HERO MASTERY: GAUNTLET

Hero Mastery: Gauntlet is a new co-op game mode where players work together to protect towers from enemy bots. Collect energy and buy powerful upgrades to survive all ten rounds! Focus your skills to earn high scores and compete on the leaderboards. Are you ready to enter the Gauntlet?

  • Gauntlet teams can have up to three players and must survive all ten rounds to win. Each game randomizes the upgrades, bots, and targeted towers to keep things fresh.
  • The Gauntlet has four difficulties that vary all aspects of gameplay, including score. Work your way up to Legendary and dominate the leaderboards.
  • Athena has upgraded the simulation with many new bots for this mode. Be on the lookout for dangerous elite training bots.
  • Play with AI mode is available for teams to practice with 1-3 players. Scores and Challenges are not recorded in this mode.

Hero Mastery: Gauntlet is launching with a limited-time event that includes exclusive rewards and challenges. Can you defend the towers and unlock them all?

COMPETITIVE PLAY UPDATES
  • Competitive Placements and Overview will now be displayed before Hero Progression at the end of a Competitive Match.
  • Competitive Rank Range has been added to the scoreboard so players can view the rank range of a match at any time.
  • Modifiers can now be viewed outside of the Competitive Overview with a rank info button found on the Competitive Play menu.
  • A new modifier called “Demotion Protection” has been added to the Competitive Overview to notify players that if they lose another game, they will be demoted to the next lowest division.

HERO UPDATES

Developer Comments: This patch is focused on fine-tuning some of the systemic hero changes made in Season 9. In addition, we’re adjusting individual abilities to make them feel more impactful due to heroes having larger health pools.

PROJECTILE SIZE UPDATES
  • Global projectile size modifier for travel time projectiles with a speed greater than 50 meters per second reduced from 0.1 to 0.075 meters.

Developer Comments: We are decreasing the size of the fastest travel time projectiles because it reduces the frequency of these projectiles failing to headshot due to hitting the enemy’s chest hit volume first.

ROLE PASSIVES UPDATES
  • Heal reduction applied by the damage role passive lowered from 20% to 15%.

Developer Comments: The Damage role passive reduces the potency of in-combat healing and helps equalize the effectiveness between burst and damage over time. Nevertheless, we are going to experiment with a lower value to relieve some of the pressure on tank and support roles. We’ll be keeping a close eye on this change as we want the healing reduction to still be noticeable.

OTHER HERO UPDATES
  • Added a new UI element above the player’s first-person health bar to show all active healing status effects (Anti-Heal, Amplified Healing, Reduced Healing).

TANK

DOOMFIST

Meteor Strike
  • Minimum damage increased from 15 to 50.

MAUGA

Developer Comments: We are changing Cardiac Overdrive to make it more forgiving when used for yourself especially when Mauga is low health.

Overrun
  • Stomp damage increased from 45 to 60.
Cardiac Overdrive
  • Duration reduced from 5 to 4 seconds.
  • Cooldown reduced from 12 to 10 seconds.
  • Now fills his passive overhealth by 100.

ORISA

Terra Surge
  • Charge rate for the first 2.5 seconds increased by 25%.
RAMATTRA
Ravenous Vortex
  • Total damage increased from 45 to 70.
  • Cooldown decreased from 12 to 11 seconds.

REINHARDT

  • Armor increased from 275 to 300.
Fire Strike
  • Damage increased from 100 to 120.

ROADHOG

Developer Comments: We’re improving the consistency of the Hook combo. Enemies are pulled closer to Roadhog and aren’t launched as high when Pig Pen activates, making the Scrap Gun follow-up shot more consistent.

Chain Hook
  • The enemy final position distance from Roadhog after being pulled decreased from 4 to 3 meters.
Pig Pen
  • Vertical knockback on activation decreased by 43%

DAMAGE

HANZO

Developer Comments: We’re reverting the previous change to the base projectile size of Hanzo’s arrows and replacing it with the general global reduction, which affects all travel time projectiles with a speed greater than 50 meters per second, resulting in Hanzo’s arrow projectile staying the same total size as before this patch.

  • Base projectile sizes increased from 0.075 to 0.1 meters. The total projectile size, when combined with the general hero change, is still 0.175 meters.

MEI

Endothermic Blaster
  • Ammo increased from 120 to 140.
Cryofreeze
  • Heal per second increased from 50 to 62.5.

REAPER

Death Blossom
  • Damage per second increased from 170 to 185.
  • Ultimate cost decreased by 12%.

SOMBRA

Developer Comments: Virus deals critical impact damage when it hits Hacked targets, and this change makes using it as a follow-up more compelling. The Translocator now destroys breakable objects, preventing Sombra from teleporting a shorter distance than expected.

Virus
  • Impact damage increased from 10 to 25.
Translocator
  • Destroys breakables while in flight.
EMP
  • Ultimate cost reduced by 8%.

SYMMETRA

Photon Projector
  • Primary fire damage per second increased from 60 to 65, scaling with each stage. The new maximum damage per second is 195.
Sentry Turret
  • Health increased from 30 to 50.
  • Damage per second increased from 25 to 30.
Teleporter
  • Health increased from 50 to 100.
  • Shields increased from 150 to 200.

TORBJÖRN

Deploy Turret
  • Turret damage increased from 11 to 13.

SUPPORT

ANA

Biotic Grenade
  • Explosion damage and healing increased from 60 to 90.

BRIGITTE

Repair Pack
  • Cooldown reduced from 6 to 5 seconds.
Rally
  • Cost reduced 8%.

ILLARI

Developer Comments: We are adjusting the firing cadence of the Solar Rifle, making it more responsive to use and increasing the damage per second but not the burst damage.

Solar Rifle
  • Primary fire recovery time reduced from 0.3 to 0.2 seconds.
  • Maximum charge time reduced from 0.7 to 0.65 seconds.

LIFEWEAVER

Developer Comments: We’re increasing the burst potential of the Heal Blossom to reinforce Lifeweaver’s role as a high healing throughput support. The heal per second is roughly the same as before, but individual Heal Blossoms can be charged further.

Heal Blossom
  • Maximum heal amount increased from 70 to 80.
  • Maximum charge time increased from 1 to 1.15 seconds.

BUG FIXES

GENERAL
  • Fixed an issue that caused the B button on gamepads to close a Replay instead of opening the Bookmarks.
  • Fixed a bug that made all Souvenirs face backward when previewing them in the Battlepass.
  • Fixed a bug with the ‘more items in shop’ button in the Event Hub, taking players to a blank screen.
  • Fixed a bug that caused your own Progression Screen to display when viewing another player’s Progression Screen.
  • Fixed a display issue that sometimes caused the Rank Update Progress Bar to display incorrect values.
  • Fixed an issue that prevented the ‘Ring’ dot reticle from displaying correctly for all heroes.
  • Fixed an issue that prevented you from opening the Options menu while a Deathmatch game was ending.
  • Fixed a bug in Mystery Heroes that could cause jump pads to be disabled for players.
  • Leaves now correctly count as a loss during Competitive Placements Matches.

Hero Mastery

  • Fixed a bug that gave Echo full Ultimate charge after restarting a run.
MAPS

Junkertown

  • Fixed some spots where the lighting was incorrect.

King’s Row

  • Fixed an area of the map that allowed players to escape the playable space.

Samoa

  • Fixed some areas that allowed Torbjorn’s turret to be almost fully obfuscated by the environment.
HEROES
  • Fixed a bug that caused the DPS Passive to not be applied by: Symettra and Torbjorn Turrets, Riptire, and B.O.B.

Lifeweaver

  • Fixed an interaction with Tree of Life and Mauga that could launch Cage Fight into the sky.
  • Fixed a specific instance that allowed Life Grip to pull allies to their death.

Source: Overwatch 

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Fortnite Update 1.000.129 Drops for Current-Gen for Fixes This March 12; Known Issues Listed

Epic Games has released Fortnite update 1.000.129 on current-gen platforms (PS5, Xbox Series X|S), and this is to bring stability for the game regarding matchmaking, purchasing items and the like. Read on for the patch notes and the known issues acknowledged by the devs.,

Fortnite Update 1.000.129 Patch Notes for March 12:

Here’s the latest acknowledgement by Epic regarding the issue:

In addition to that, there’s also an issue regarding Bonus Goals to “complete quests” that’s not properly tracking for players.

As for the known issues still present after the recent v29.00 patch, check ’em out below (via the official Fortnite Trello board).

LOCKER TOP ISSUES:

  • The LEGO Kits tab appears empty
  • Shuffle Loadout option missing (Fixed in Future Game Update)

BATTLE ROYALE TOP ISSUES:

  • The D-Pad on controllers may not work after a match on the post-match screen. (In Development)
  • Hurdling and Clambering on Starter Island before the Battle Bus launches can cause broken dashes while in River Styx. (Fixed in Future Game Update)

LEGO FORTNITE TOP ISSUES:

  • Dynamic Structure parts may displace and shift when moving fast (In Development)
  • Consumable buff timers can be overwritten when eating another consumable with a buff (In Development)
  • Starting Location sometimes far away from resources. (Investigating)
  • Villagers exploring with players may destroy structures while trying to harvest. (Investigating)
  • Keybinds Not Saving

ROCKET RACING TOP ISSUES:

  • Default Octane may load even if it wasn’t the car body selected by the player (In Development)
  • Occasionally after skipping the Rocket Racing trailer, screen turns black and is unresponsive. (In Development)
  • Ranked quests show incomplete after reaching the next rank. (Investigating)
  • Tracks sometimes have unexpected collisions (Investigating)
  • Default outfit will not update/change when selecting other experiences upon returning to lobby (Investigating)
  • Vehicle appears blurry at start of race (In Development)
  • Console and Mobile players may experience hitches while navigating Discover Menu (Investigating)

FORTNITE FESTIVAL TOP ISSUES:

  • Jam Stage Mixers – Players need to equip Jam Tracks before hopping into the Jam Stage to access songs and start making music. (In Development)
  • Audio Stuttering On Switch After Extended Play (Investigating)
  • Not seeing any songs available upon launching Fortnite Festival Main Stage. (In Development)
  • ‘Toggle’ custom keybind interfering with ‘Open Songlist’ (Investigating)

SAVE THE WORLD TOP ISSUES:

  • Increase in crashes in Save the World (In Development)
  • View Distance Rendering (In Development)

That’s about it. If Epic releases anything official regarding this patch, we’ll update the article to reflect it.

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Company of Heroes 3 Update 1.4.3 for Version 1.403.002 Now Out This March 12

Company of Heroes 3 update 1.4.3 is now live, and this is for version 1.403.002 on consoles. This brings the Hammer & Shield expansion alongside quality of life improvements, new content for base game owners and more. Read on for what’s new in COH3 this March 12 in the patch notes.

Company of Heroes 3 Update 1.4.3 Patch Notes for March 12:

PS5 Version: 1.403.002

NEW CONTENT & FEATURES


Hammer & Shield Expansion Pack

Battlegroups

  • US Forces – Advanced Infantry Battlegroup
  • Wehrmacht – Italian Coastal Battlegroup

Campaign Company

  • British Forces – Air & Sea

Cosmetic Bundle

  • US Forces – Board Room Hellcat & Half-track Pack
  • Wehrmacht – Fallen Leaf Stug III & Fallen Leaf Panzer IV
  • British Forces – Nature’s Vanguard 15 CWT Truck & Dingo Pack
  • Afrikakorps – Blocking Force Infantry Pack

Maps

Villa Fiore – 1v1

Added 1v1 Villa Fiore map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

Day 101 – 2v2

Added 2v2 Day 101 map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

Benghazi – 3v3

Added 3v3 Benghazi map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

Monte Cavo – 4v4

Added 4v4 Monte Cavo map to Automatch, Co-Op vs A.I., Skirmish and Custom game modes.

Sousse Wetlands – 4v4

Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

Player Profile

Added a new Player Profile feature. The Player Profile displays information about ranked match rating, player rank and additional statistics about matches. You can find a Q&A and our full write-up on this new feature here.

FEATURE IMPROVEMENTS 


End of Match Results

  • Damage Dealt and Damage Taken stats no longer include environmental damage or friendly fire.
  • Kill stats such as Soldiers Killed and Vehicles Killed no longer include friendly fire.
  • Squads Lost stat at the end of the match now shows the correct number.
  • Unit Efficiency fixed and changed from percentage to a ratio Efficiency Factor.

Match Stats

  • 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.

Social Interaction Options

  • Players can now find all social interactions by selecting the “…” button next to a player’s name.

Visual Improvements

Ambient Occlusion, Atmospheric Fog, Fog of War, Lens Bloom, Tone Mapping, and Lighting improvements have combined to update visuals across all maps and modes.

  • Added a subtle new camera lens bloom effect.
  • Adjusted tone mapping to improve readability, particularly in shadows.
  • Improved ambient occlusion rendering quality.
  • Improved the quality of atmospheric fog.
  • Modified the way atmospheric fog interacts with the fog of war effect.
  • Updated environment atmospheres to accommodate new rendering changes.
  • Updated environment lighting to improve tone and readability.

Front End and Navigation

Starting with a revamped Front-End Menu experience, the overhauled UI Menu now aligns with the franchise’s legacy, in conjunction with stronger immersion and a consistent experience.

  • Streamlined navigation and an organized layout that simplifies players’ access to their favorite game modes and settings. Players can now resume their Campaign progression right from the Main Menu, as well as find the brand-new Replay Feature in case they want to relive their favorite gameplay moments.
  • An upgraded Visual Presentation featuring brand new sets of background images in the Main Menu, Loading UI, and Game Modes. The newly updated Main Menu will immerse players with new ambient sound effects and visual animations.
  • Every menu and screen players encounter offers a uniform and refined experience, making it easier and more predictable to navigate. This update lays the groundwork for future interface improvements.

Additional UI/Navigation Changes

  • A Resume Campaign button has been added to the Main Menu.
  • The “Cycle ” naming now makes it clear that the camera behavior when the hotkey is used is governed by the “Find and Cycle ” setting (select without moving the camera vs camera focus vs camera follow).
  • The Edge Pan Smoothing option has been added in Settings. Default setting ‘Off’.
  • The default WASD key binding profile has been updated to better match the regular default profile including using Alt as the camera orbit modifier instead of Alt+Ctrl.
  • The “Focus Next [unit] ” and “Select Next [unit] ” hotkey bindings have been combined into a new set called  “Cycle [units] ” along with the “Idle ” equivalents.
  • The “Select All ” and “Select All On Screen ” hotkeys have been fixed.
  • Updated Battlegroup selection menu to include space for a description, enabling players to compare battlegroups before locking their choices.

 GENERAL GAMEPLAY CHANGES


Event Cues

  • All event cues have received an Art pass and will now look more cohesive with one another.
  • Event cues have been further adjusted to reduce how often they appear on the player’s screen.
  • Added a new text background to make event cues text more legible.
  • Fixed a bug that was preventing the maximum of 3 event cues from being visible at the same time and allowing any number of event cues to be displayed.
  • Fixed instances where the Mine Hit event cue wouldn’t trigger
  • General tool-tip fixes and improvements
  • Improved visual appearance to match the new art style, improving consistency and readability.

Heavy Machine Guns

  • Crew health decreased from 90 to 80.
  • HMG 42 Team suppression dealt to suppressed targets reduced from 0.35 to 0.3.
  • Vickers, M1919 Browning, and MG 34 suppression dealt to suppressed targets reduced from 0.5 to 0.4.
  • HMG Incremental Accuracy standardized to 1.12 except for the MG 42 HMG.
  • Infantry pin threshold increased from 0.5 to 0.65.
  • Wide arc machine gun arcs reduced from 125 to 110.

Maps

  • 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
  • Updated Tobruk to use a new atmosphere.

Taranto Coastline 1v1

  • 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.

Twin Beaches 1v1

  • 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

Campbell’s Convoy – 2v2

  • Readjusted cover placement along the central resource points, particularly around the most contested resources.

Catania Crossing 3v3

  • 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.

Mignano Summit – 3v3

  • 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.

Monte Cavo – 4v4

  • 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.

Pachino Stalemate – 1v1

Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.

  • A redesign of the existing 1vs1 map for all game modes, including:
  • 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

Winter Line – 4v4

  • Updated cover placement around the central bunker complex.
  • Replaced a number of trenches with sangars, improving the pathfinding of tanks in these areas.

Minimap & Tactical Map

  • The animation for out-of-supply sectors has been updated to be in line with previous Company of Heroes games, flashing between two different tones of blue (or red for enemy territories).
  • Territory lines will no longer disappear in out-of-supply sectors.

Off-Map Abilities – Multiplayer

The intent of the changes to off-map abilities is to deliver a more robust, reliable and responsive system, while also improving the experience by providing more tells from both a visual and audio standpoint.

Off-Map Audio

  • Added projectile sounds to off-map abilities that vary with the type of ability.

Flares

Both off-map and flight abilities will now use an expanded set of flares, which will indicate the danger level of an ability.

  • Added yellow-colored flares for low threat abilities like unit mortar barrages abilities. Added orange-colored flares for medium threat abilities like strafing runs and standard off-map abilities with medium caliber weapons. The existing red-colored flares will now announce heavy threat abilities, like bombing, rocket runs, loiters and high caliber off-map abilities.
  • The green-colored flares will be kept for paradrop related abilities.

Sector Off-Maps

  • Added sector highlight on both the minimap and tactical map that will inform players which territories are being covered by a sector ability. Sector abilities used by the player or allies will highlight the affected territories in yellow, those from opponents will turn them orange.

Ability Reticles

  • Adjusted various reticles for abilities to match the effective radius or the ability type.

Ground Deformation

  • Off-map ability projectiles now do ground deformation damage.

Pathfinding

  • 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.
  • Fixed a case of infantry getting stuck on world objects.
  • Fixed a few instances where vehicles wouldn’t move when trying to go around enemy vehicles.
  • The Walking Stuka Rocket Halftrack will now properly path through light crush obstacles.
  • Units are now more likely to prioritize pathing in the direction they are currently facing, according to the movement order.
  • Engineers no longer get stuck in a running loop when attempting to repair bridges.

Pings

  • On map communication pings will now feature a new visual effect, that includes a uniquely colored tear drop effect lasting for 10 seconds.
  • New features for ping visibility
  • 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.

Ping cooldown

  • 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.

Selection

  • Improved selection priority of infantry, vehicles, weapons, supply crates and sectors to ensure controlling and selecting things in-game feels better.
  • Increased the selection boxes for infantry. This will help when selecting infantry, both the player’s and the opponent’s.
  • Retreating units no longer remain selected or selectable.
  • When re-selecting units, the game will now reset any previously opened menus such as construction.
  • Adjusted the selection box from 1 to 3 on all faction’s HMGs
  • Buildings are no longer selectable through the ground, making it easier to move infantry close to buildings without entering them.
  • Decorators now have higher priority than bounding boxes, making it easier to select single units.
  • Player-constructed defenses now show up as ghosts in fog of war
  • When selecting multiple unit abilities shouldn’t overlap or have a priority such that both retreat and reverse commands are now available to use when both infantry and vehicles are selected.

Tactical Map

  • Scaled down unit decorators, they now act as position icon.
  • Removed the Unit position icon (circle).

Team Weapons

Aim while on reload/cooldown cycles

  • Team weapons can now move the barrel to acquire a new target while the reload or cooldown phases of the team weapon are happening. They will no longer wait for these phases to be completed before acquiring a new target.

Idle state

  • Team weapons are now able to track and start the setup process much better when the weapon is not set up and an enemy moves into range. Previously it was possible that the team weapon would indefinitely try to follow the center of a squad as it moved.

Prioritization

  • Team weapons now only start to teardown if ALL entities of the targeted enemy squad are out of the arc of fire. Previously it was possible that entities from the enemy squad were still targetable, but the team weapon chose to teardown

Teardown

  • Team weapons now teardown much faster. Barrels now snap to the center quicker to allow the team weapon to start the teardown process. This makes team weapons more responsive.

Turn in place range

  • Team weapons now have a range around them at which giving a re-face order won’t make them move to the location. Most of the time, when doing a proximity selection near a team weapon with a re-face order, the intent of the player is to pivot and not move, which adds extra delay.

Vehicle Mobility

End of Movement

  • Added a new functionality for vehicles to end their movement order at a set distance before a blocker.

Infantry and Vehicle Blocking

  • Infantry units no longer ignore moving vehicles and try to path around them.

Front-Facing Movement Preference

  • Vehicles now use their original facing direction for most movement orders.

Formation Movement

  • Vehicles now adhere to their formation as expected when performing formation movements instead of converging to the same point.

Phasing Through Units

  • Vehicles are now allowed to phase through each other and through enemy vehicles that are moving, although they will still prefer to move around if possible.

Preference to not go around even if path is blocked

  •  Vehicles will no longer go off the path while chasing enemies. This change was made to address unpredictable vehicle behavior when the vehicle path is blocked in chases.

Road Preference

  • To prevent vehicles from responding unpredictably and often veering to roads instead of taking the shortest route to the order location, road preference was turned off.

Turning

  • Vehicule turning has been improved to prevent them from pivoting on the spot or losing too much momentum while turning. This change is meant to improve responsiveness with vehicles, especially during flanks.

Vehicle Speed

All the vehicles in the game had their speed, acceleration and rotation rates adjusted. This change helps improve the responsiveness of a number of vehicles and creates a differentiation between all vehicle classes.

US Forces

Vehicle Speed Rotation Rate Acceleration Deceleration
4X4 Truck 9.75 70 8.75 10
M29 Weasel 8 65 5.5 7
M3 Armored Personal Carrier 7.2 50 2.5 5
M16 Quad Half-track 6.9 50 2.5 5
M3 75mm Gun Motor Carriage 6.9 50 2.5 5
M8 Greyhound Armored Car 6.75 50 4.5 6
M24 Chaffee Light Tank 6.5 40 3.5 5.5
M8 Scott SPG 6.75 40 3.5 4.5
M31 Recovery Vehicle 6 45 3 5
M4A1 Sherman Medium Tank 5.5 35 2.3 4
M4A3 Sherman Bulldozer 5.5 34 2.3 4
M4A3 Sherman Easy 8 5.75 36 2.5 4
M18 Hellcat 6.6 38 3.5 4.5

British Forces

Vehicle Speed Rotation Rate Acceleration Deceleration
Dingo Scout Car 8.5 60 7 8
CMP 15CWT Truck and variants 7.5 55 3 5.5
Humber Armored Car 8.1 50 5 7.1
Stuart Light Tank 6.5 45 3.75 4.5
Crusader AA Tank 6.5 35 3.5 4.4
Bishop SPG 5.2 30 1.8 3.1
Crusader II & III 6.7 38 3.75 4.8
Centaur 6.3 35 3 4
M3 Grand Medium Tank 5 28 2.1 4
Matilda Heavy Tank 3.85 22 1.75 2
Churchill Heavy Tank 3.5 25 1.5 2
Churchill Black Prince Heavy Tank 3 25 1.5 1.5

Deutsches Afrikakorps*

Vehicle Speed Rotation Rate Acceleration Deceleration
Kradschutzen Motorcycle Team 11.5 75 10 12
250 Light Carrier & Mortar variant 7.35 75 4.5 7.5
250/9 Halftrack (2cm autocannon) 7.6 75 4.5 7.5
Flakvierling halftrack 6.9 50 3.25 7.5
2.5 Tonne Trust & Medical variant 7.4 55 3.25 6
L6/70 Light Tank 7.5 50 4.25 7
8 Rad Armored Car 6.75 50 4 5.5
Marder III 4.6 28 2.25 4
254 Reconnaissance Tractor 6.8 40 2.6 4
Famo Recovery Halftrack 6.3 50 3.5 7
M13/40 Light Tank 6.6 35 3 5
Semovente 75/18 Assault Gun 6.5 35 3 5
Panzer III & variants 6.25 40 3 4.5

*Refer to Wehrmacht for the unit speed for the StuG IIIs, Tiger, and Panzer IVs 

Wehrmacht

Vehicle Speed Rotation Rate Acceleration Deceleration
Kettenkrad 10.5 85 8.5 10
221 Armored Car 8.4 50 6 7
251 Half-tracks and variants 7.2 50 2.5 4
Marder III M 4.6 28 2.25 4
StugG II G & StugG III D 5 28 2.25 4
Flakpanzer IV Wirbelwind 5.75 35 2.3 3.5
Panzer IV 5.25 32 2 3
Panzer IV Command Tank 5.5 34 2.5 3
Brummbar 4.25 28 1.9 3.25
Wespe SPG 5.4 30 2 3.5
Panther Heavy Tank 5.2 34 1.8 4
Tiger Heavy Tank 3.8 25 1.5 2

MULTIPLAYER GAMEPLAY CHANGES


Maps

  • Adjusted the minimum and maximum depth craters can cause, reducing the chances of impassible areas being generated by overly large craters
  • Updated a North African building (including sand-textured versions) to have a larger hit box, preventing units from clipping within the walls from the outside.
  • Updated various Greek ruins that were not blocking most heavy and medium tanks. This enabled the vehicles to clip through walls they visually should not be able to.

Twin Beaches

  • Removed a hidden element beneath a small section of road, which was preventing the construction of defenses/mines.

Queue flow

  • Players will start loading into a match from the Quick Match lobby immediately after a match is found. This will shore up matchmaking quality while also mitigating the impact of players leaving the queues.

Tactical Map & Minimap

Minimap

  • Minimap indicators for Airplane abilities now better match their location.
  • Added hand-drawn, custom minimap images to all Multiplayer Maps. These custom images should improve clarity of major features on each map, including distinguishing buildings, roads and bridges from inaccessible areas.
  • Added updated versions of all Italy and North Africa minimaps for Campaign missions, archetypes and skirmishes across the Italian Campaign and North African Operation.

Tactical Map

  • Increased size to match the full screen height.
  • Improved visual appearance to match minimap art updates.
  • Improved units’ visual priority relative to each player, both on the tactical map and in-game: player units have higher priority, followed by enemy, then allied and finally neutral. This means that player owned units will have their shield decorators always appear on top of any other player.
  • Improved unit selection on the tactical map: selection box creation is now possible on the entirety of the screen, and they now correctly include only units within them.
  • Improved territory line resolution and added a blending effect to improve the overall quality and polish level.
  • Selecting units garrisoned in buildings now correctly closes the Tactical Map.
  • Removed squad Buff and Debuff icons, Control Groups, and Status Decorators from the Tactical Map to improve visual clarity. . Control Groups and Status Decorators will still be available on the minimap.
  • Removed neutral vehicle wrecks health bars from being displayed on the tactical map.

Responsiveness

  • Construction will now begin before the unit’s tools are out. This should help with construction delays and improve the overall construction experience.
  • Mobility pass on all vehicles.
  • Reversing vehicles no longer stutter when blocked by enemy vehicles.
  • Separated the rotation rate from the pivot rate. Tanks, light vehicles and ultra light vehicles have different turn plans meaning that vehicles will be able to do tighter turns.
  • Vehicles get a flat increase in rotation rate of 10, excluding case mate vehicles.
  • Vehicles will now start their movement with a base movement speed rather than slowly ramping up.

Weapon Upgrades

  • If a squad has picked up weapons and reached their squad capacity, their weapon upgrades will now be locked.
  • If a squad has picked up only one weapon and performs a weapon upgrade, any upgrade that would grant two weapons now only grants one. It will cost half the munitions to perform the upgrade.
  • If a squad of Afrikakorps Panzer Pioneers pick up an abandoned GRB-39 off the ground, they will unlock the smoke grenade ability, without having to purchase the GRB-39 upgrade.
  • If a squad of Engineers with a stowed-away Minesweeper pick up enough weapons to reach maximum capacity, the ability to pull out your Minesweeper will no longer drop a Minesweeper on the ground. But since the squad’s hands are full, you will not see a unit carrying the Minesweeper. Fret not, as the ability to find the mines will still be active, even with the invisible minesweeper. If in any further doubt, driving an M8 Greyhound over mines is the next most effective method of finding them.
  • The GRB-39 weapon upgrades for both factions can now drop on the ground on squad death.
  • The US barracks upgrade that grants Browning Automatic Rifles (BARs) to all Riflemen should no longer drop BARs at the foot of squads who are already at weapon capacity.
  • Tweaked the MP44 upgrade for the Wehrmacht Stosstruppen so that it properly replaces the MG42 and G43 with four MP44s.

SINGLE PLAYER GAMEPLAY CHANGES


  • Difficulties renamed to: Easy, Standard, Hard, Expert.
  • Changed the default campaign difficulty from Easy to Standard
  • General tool-tip fixes and improvements

Dynamic Italian Campaign

With these changes, we’re improving the Italian Campaign experience and adding a new layer of strategic play. We want Company selection to be a meaningful choice for players and the Campaign Map to be a driver of these choices.

  • A Hold Position toggle has been added to Campaign Companies. When this is toggled on, the unit will not alert at the end of turn if it has not been moved. You may find this useful for defending a position.
  • Added a short cut to End Turn.
  • Added an Italian Campaign Gameplay Guide accessible from the campaign menu.
  • Added option in Settings menu to fast forward the player and enemy turns in the Campaign Map.
  • Added smoke and flare tutorials to Salerno.
  • Battle difficulty can now be changed during a Campaign or Operation playthrough.
  • Campaign paths show potential danger zones and attacks more clearly. Terrain info popup appears for all terrain types and shows exact move cost for current Company.
  • Campaign skirmishes now provide bonus starting resources and pre-built base buildings based on player and enemy Company veterancy level.
  • Capture shields on the campaign map are now also enabled for campaign towns with an active mission. These shields must be cleared to start the mission. The number of shields on towns across the map has been generally reduced.
  • Changed the medium projectile type in Single Player to increase the initial speed from 0 to 35 meters per second. As result, many of the medium projectiles on units and off map abilities will come down faster and look more realistic as a result.
  • Companies garrisoned in any Capture Point now heal every turn. Forward Headquarters upgrade has been removed.
  • Companies now visually attack cities when attempting to capture them.
  • Detachments have been removed as an upgrade option from Companies. Each company type now has inherent access to building one emplacement type.
  • General text updates.
  • The enemy now has a new Artillery company type.
  • Improved visual feedback for pinned and suppressed units.
  • Many new dialogue lines from Joe Conti and Captain MacKay were added throughout the missions.
  • Most of the dialogue in the Italian Campaign Map is now skippable.
  • Removed a population cap restriction that was resulting in making the AI less aggressive than intended.
  • Removed supply visuals from the Campaign Map
  • Improvements made to provide clear feedback to players when abilities buttons are active, in cooldown mode, and when they are passively active or inactive.
  • Removed terrain cover as a combat value. Companies on roads no longer have a penalty.
  • Shortened the time it takes for AI to use aircraft abilities on the Campaign Map.
  • Skirmish combats have been added to the cities of Pomigliano, Naples, Altavilla, Spinazzola, Bari, Altamura, Lesina, Lecura, Gaeta, and Aquino.
  • Supplies are now awarded every turn (from every 3 turns). Supply volume has been reduced to compensate.
  • Swapped the strategic medical point for the default medical point in all missions. Medical stations will now exist on these points automatically, rather than needing to upgrade to them.
  • The initial population cap for the player is increased from 25 to 35.
  • Tuned Battleship Barrage visual radius and speed.

Auto-Resolve Formula Update

Our goal with this change is to bring damage and health values into easier interactions and remove some repetitive skirmish gameplay. Combats between Companies in the field are now automatically resolved, without an option to start a skirmish.

  • Auto-resolve damage has been normalized into thresholds by degree of victory.
  • Company Health, Unit Type, Company Veterancy, and nearby Affectors (emplacements, companies, abilities) have impact on the auto-resolve outcome.
  • Companies now get a combat strength bonus based on their unit type.
  • Artillery gets a bonus against Infantry
  • Infantry gets a bonus against Armor
  • Armor gets a bonus against Artillery
  • Max health of all Companies has been reduced from 900-1000 to 100. Damage values have been adjusted to compensate.

Foggia Airfield Mission

Adjusted difficulty.

  • Increased the population cap to 100.
  • Reduced the veterancy and number of units in the base-attack groups, as well as the homing groups.
  • Swapped the loiter for two of the strafes that are used on Easy and Normal.
  • Reduced the veterancy and number of enemies in the final wave.

Traits

Medic Trait Changes

  • Now reduces cost of Heal Target ability for the company
  • Well-supplied and Bolstered Forces traits have been removed from Companies as they did not work with combat and Supply updates.

New Traits

  • Dug In – Damage taken when defending from auto-resolve reduced by 20%
  • Hard Chargers – Damage taken from emplacements reduced by 33%

Gela Tutorial

Gela has been reworked from the ground up. Now a far more streamlined mission, the player will begin by assaulting a fortified beach before continuing on to capture the courtyard in the city. The Tutorial experience offers a new atmosphere, lighting, environment art, and intro cinematics.

  • Joe Conti’s letters cinematics have new voiceover dialogue.
  • Now features a landing craft which delivers the introductory squad.
  • The Base-building segment of Gela has been removed so a building construction tutorial has been added to the beginning of Salerno.
  • Updated the Lighting and Atmosphere Transitions for all missions.

MULTIPLAYER BALANCE


General

  • Adjusted the health of bridges down between 20% and 50%, making them easier to destroy with artillery and airstrikes, and overall decreasing the time required to repair them.
  • Changed vehicles to no longer auto attack targets while en route to execute an Ability command.
  • Demolitions Package upgrade from the Infantry Support Center will now grant the same demo charge types to Riflemen, Engineers and Bazooka Teams.
  • Frequency of special death criticals for vehicles has been adjusted. Turret ejection, out of control and brew-up deaths should occur much more often.
  • Infantry units can now use grenades while inside smoke.

Accuracy Changes

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. This change goes along with our fixes to projectile-based weapons.

  • 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

Anti-Air

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:

  • CWT 15CMP AA Truck
  • Crusader AA
  • M16 Quad Halftrack
  • Flakpanzer IV Wirbelwind
  • Flak 30 20mm AA Gun Team
  • Flakvierling Halftrack

Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:

  • 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)

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.

Camouflage Ambush Bonuses

  • All infantry squads now use the same camouflage ambush bonus. +40% accuracy and +25% damage for 5 seconds when firing from camouflage.

Casemate Tank Destroyers

Marders, StuG IIIs, Brummbars, Semovente, 75mm Halftrack Gun Motor Carriage

  • Casemates will now center themselves when a target is outside its arc.
  • Casemates gun now tracks their target without moving their hull.
  • Casemates guns now traverse, target and fire within their arc without needing to be perfectly centered.

Cover Combat

  • The range where small-arms weapons ignore cover is increased from 7 to 10 meters

Field Defenses

Buildable defenses have been adjusted to be cheaper to construct, reflecting their base and opportunity cost. We have also added a new ability for all constructed garrisonable structures where infantry squads garrisoned in these structures will have higher offensive stats.

The Wehrmacht Bunkers have also received several changes to their upgrades to better reflect their high upgrade cost and give them more flexibility when deployed forward in the field.

  • Buildable defenses now crush most light cover map assets, such as crates or bushes, enabling easier placement in dense areas
  • Buildable defenses now provide combat bonuses to infantry inside
  • Units fighting from inside gain +25% accuracy and +30% rate of fire

Fighting Position

  • Fighting Position cost reduced from 150 manpower to 100 manpower

Wehrmacht Bunkers

  • Build-time increased to 35 seconds from 20
  • Manpower cost reduced from 250 to 175
  • Medical and Repair munitions cost reduced from 85 to 70
  • Medical Bunkers can now retrieve casualties and grants free reinforcement; similar to the USF Medical Station
  • Now allows 6 models to fire out from the front, 3-4 from the side, and 2 from the rear
  • Repair Bunkers now repair structures and defenses; can repair themselves when out of combat
  • Repair Bunker repair rate increased from 3.2 to 6
  • Upgrade times standardized to 30 seconds

Wehrmacht Fighting Nest

  • Goes neutral when ungarrisoned
  • Manpower cost reduced from 100 to 50
  • Now allows 6 models to fire out the front and side; 4 from the rear

Grenades

The following change to grenades makes grenades lethal against all infantrymen in the game with greater damage in the center of the blast zone, but a higher damage drop-off around the edges. Previously, high health troops were able to stand on-top of a grenade and survive the explosion.

  • 25% damage penalty against buildings
  • Damage standardized across the board to 120

Gammon and Bundle Grenades

  • Area of effect damage set to 1/0.4/0.35
  • Area of effect distance to 1/1.5/6 for Bundle Grenades, 1 / 2 /6 for Gammon Bombs
  • Area of effect radius set to 5.5; Gammon Bomb remains at 6
  • Damage reduced from 180 to 160
  • No damage penalty against emplacements or buildings

Regular Fragmentation Grenades
US Forces and British Thrown Grenades

  • Area of effect damage to 1/0.5/0.2
  • Area of effect distance to 0.125/1/4.5
  • Area of effect increased from 4 to 4.5
  • Model damage limit set to 4
  • Throw wind-up sped up from 0.875 to 0.675

Rifle Grenades
Infantry Section and Pathfinder Grenades

  • Area of effect damage to 1/0.5/0.3
  • Area of effect distance to 0.125/1/4.5
  • Model damage limit set to 4

Stick Grenades
Axis Grenades (excluding bundles)

  • Area of effect damage to 1/0.4/0.15
  • Area of effect distance to 0.125/1/3.5
  • Model damage limit set to 4
  • Range increased from 20 to 23; Fallschirmjager can throw range at 25
  • Throw wind-up sped up from 0.875 to 0.675

Hazard Removal Package
US Forces, British Forces, and Wehrmacht

  • Hazard Removal Package is now standardized across the board for all factions to increase the repair rate by 2.5 for a total of 10 health per second when repairing.

Infantry-Based Timed and Passive Healing Abilities

  • Squad based timed combat abilities such as sprints and passive squad healing abilities are now disabled when the unit is retreating.

Indirect Fire

We are strengthening the power of mortars by reducing their barrage recharge times, increasing their rate of fire when not barraging, and the number of entities they can damage. Auto-fire and barrage range have also been standardized, allowing mortars to cover their full range while the barrage is on recharge. Area of effect damage in the center of the blast has been reduced due to the increases in damage limits.

Other artillery units have also been improved by increasing their model damage limits. Rocket Artillery has been tuned to be more threatening to vehicles willing to stay stationary within a barrage, making them more relevant with dealing with large concentrations of armor.

Light Mortars

  • Area of effect damage reduced from 0.6/0.3/0.1 to 0.4/0.25/0.2
  • Auto-fire weapon cooldown reduced from 6/7 to 5
  • Auto-fire range increased from 75 to 90
  • Barrage range standardized to 90 for all mortars
  • Barrage recharge times reduced from 30 to 20
  • HE Barrage cooldown reduced from 0.75 to 0
  • Model damage limit increased from 3 to 4

Medium Artillery
Pack Howitzer, 4.2-Inch Mortar, Le.IG 18

  • Barrage recharge times reduced from 30 to 20.

Howitzer Emplacements
Obice 210, BL 5.5, M1A1 105mm Howitzer

  • Cannot be built in the base sector; must be built outside the base sector in friendly territory

Bishop, Wespe, Cannone da 105mm

  • Model damage limit increased from 3 to 4

BL 5.5 Inch Howitzer

  • Model damage limit increased from 3 to 5

Pack Howitzer, le.IG 18, 4.2 Heavy Mortar

  • Model damage limit increased from 3 to 4

Rocket Artillery

  • Nebelwerfer now deals +100% damage and has +300% penetration against vehicles.
  • Stuka Zu Fuss penetration against vehicles increased by +300%

Medium Anti-Tank Guns – M1, 6-Pounder, Pak 40, Pak 38

This change coincides with the responsiveness improvements for anti-tank guns regarding packing up which no logner forces the gun to slowly reset to neutral facing before being allowed to pack-up

  • Increased the pack-up time from 1.3 to 1.75 seconds.

Projectiles

Direct-fire projectiles such as direct-fire tank guns, anti-tank guns, autocannons, and flamethrowers were reviewed. These changes will increase the reliability of vehicles when firing over low obstacles and prevent exploits when firing through objects.

  • All projectiles will immediately collide with obstacles when they miss their target and roll scatter.
  • Projectiles will now use 3D paths to their targets. This prevents them from auto-colliding with low obstacles in their way such as mines and walls if the shooter would normally be able to fire over the obstacle.

Repairs

  • Repair abilities will now have increased speed when they are affected by modifiers. Bonuses will stack to grant faster repair speeds.

Reveal Area

  • Direct-fire units firing from the fog of war will no longer reveal the terrain they are on. This prevents these units from being targeted by certain off-map abilities.

Snipers

  • Build time decreased from 50 to 40 seconds.
  • Camouflage when leaving cover increased from 1 to 4 seconds.
  • Sight range increased from 35 to 40.

Strafing Runs
P47, JU-87s

  • Suppression will now only be applied to units hit by the area of effect damage and not spread to units outside its radius.

Suppression

  • Units that are suppressed now take a +33% penalty to weapon scatter on missed hits. This change is meant to increase the chance of weapons such as grenade launchers no longer landing directly on their target when the unit wielding it is suppressed.

Uncrewed Machine Guns and Mortars

  • Target size increased from 1 to 20 to facilitate force-attacks on de-crewed weapons.

Veterancy

  • 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

Off-map Artillery against Defenses and Buildings

We have reduced the damage of certain off-maps against defenses, primarily against the Wehrmacht Bunker. The reason for this change is to allow Bunkers under the influence of either Bulwark or the Command Bunker aura to have a chance of surviving when undamaged, requiring a follow-up to destroy them. Regular bunkers will still be destroyed as normal by these off-maps.

Note the P-47 Dive-Bomb requires the Double Sortie upgrade to destroy a bunker.

  • Carpet Bombing +100% bonus damage against buildings removed
  • Naval Bombardment now deals 25% less damage to buildings such as bunkers; does not affect emplacements.
  • Off-Map airburst now has a -75% damage penalty against emplacements and bunkers
  • P-47 Dive Bomb bonus damage against all buildings reduced from +100% to +40%

FACTION BALANCE


US FORCES

¼-ton 4×4 Truck

The 4×4 is having its Commander upgrade returned in a different form, giving the US Forces a more powerful reconnaissance unit in the mid-late game.

  • Lethality for mid to far range increased by 10%
  • Frontal armor decreased from 5 to 4.5.
  • Moving weapon burst reduced from 100% to 75%.

New Upgrade – Scout Commander

  • Allows the 4×4 to detect enemy units in the Fog of War up to range 90
  • Costs 50 munitions
  • Increases vision range of the unit by 10

75mm Halftrack Gun Motor Carriage

We have made adjustments to the barrage to be more accurate and have increased range, allowing the 75mm Half-track to safely engage units like anti-tank guns and give the US Forces a light artillery unit. Reload times for the barrage have been increased to give players time to respond once the unit has begun firing in exchange for reliable accuracy.

  • Manpower cost reduced from 320 to 280
  • Range increased from 50 to 70
  • Direct-fire range increased from 45 to 50

Barrage Area of effect 

  • HE Barrage area of effect damage adjusted from 1/0.15/0.05 to 0.6/0.4/0.2
  • HE Barrage area of effect penetration increased from 15/10/5 to 30/30/30
  • HE Barrage damage increased from 110 to 120
  • HE Barrage distance changed from 1/3/6 to 0/1.5/6
  • HE Barrage reload time increased from 3/4 to 5

Barrage Scatter

  • Angle scatter reduced from 7 to 3.5
  • Distance scatter max reduced from 8 to 5
  • Distance Scatter offset from 1 to 0

Air Support Center

  • Damaged aircraft no longer increases the recharge time of Air Support Center abilities.
  • Double Sortie fuel cost decreased from 50 to 40.
  • Air Supply munitions cost reduction reduced from -33% to -20 munitions; applies to P-47 Dive Bomb and Strafing Run
  • Air Supremacy cooldown bonus reduced from -50% to -30 seconds flat; applies to P-47 Strafing Run and Dive Bomb
  • 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.

Dive Bomb

  • P-47 Dive bomb cost decreased from 90 to 70 munitions.
  • P-47 Dive Bombs now deal +50% bonus damage to vehicles.
  • P47 Dive Bomb area of effect reduced from 10 to 7.

Strafing Run

  • P47 Air Support Center Strafing Run damage per shot reduced from 30 to 20
  • P-47 Air Support Strafing Run Delay from 0 to 2
  • P-47 Air Support Strafing Run area of effect can no longer miss in certain circumstances
  • P-47 Air rate of Fire reduced decreased from 20 to 16
  • P47 Strafe’s 2nd plane now arrives 2 seconds slower.

Bazooka Team

We have made the Bazooka Team’s launchers as effective as those carried by elite infantry due to their role as a dedicated anti-vehicle squad. The removal of Precision Shot was done to focus the unit’s role at fending off vehicles.

  • Ready-aim time reduced from 1/1.25 to 0.5/1
  • Removed Precision Shot; Satchel Charge ability moved from position 32 to 31
  • Bazookas reload and wind down adjusted for a rate of fire increase from 4.75/5.5 to 3.5/4 seconds.
  • Health increased from 90 to 95.
  • 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.

Captain Retinue

  • Now gains Shared Veterancy.
  • Off-Map mortar barrage can now be used when suppressed.

Engineers

  • Engineer health increased from 80 to 85. This change does not impact health when upgraded to Assault Engineers.
  • Veterancy requirement reduced from 750/1500/3000 to 600/1800/3600.
  • Light it Up Veterancy ability
  • Area increased from 5 to 6.
  • Flamethrower damage increased from 5 to 8.
  • No longer has a cooldown between bursts.

Infantry Support Center

  • Munitions Surplus no longer grants an ability recharge bonus.
  • Survival Training now grants 25% faster recharge speed on infantry abilities.

M1 57mm AT Gun

  • Armor-piercing round duration increased from 10 to 15
  • Armor-piercing rounds now increases damage by +40; damage model increases from 160 to 200

M1 81mm Mortar

The Delayed Fuse ability is primarily meant to demolish emplacement bunkers. However, its current power allows it to devastate team weapons when abilities such as Airburst are meant to be the premiere anti-infantry ability of the mortar.

  • Delayed Fuse Area of effect damage distances significantly reduced from 1/1.5/5 to 0/0.5/5.
  • Delayed fuse mid-range damage reduced from 33% to 25%.
  • Delayed fuse radius increased from 4 to 5 (to better match the effect).
  • Delayed Fuse Shells cooldown between shots increased from 0.75 to 1.5 seconds.
  • Delayed Fuse Timer from 1.25 to 3 and now properly displays a timer.
  • Airburst area of effect far damage changed from 0.15 to 0.25
  • Airburst area of effect near distance changed from 0 to 0.25
  • Airburst Model damage limit increased from 4 to 5

M3 Personnel Carrier

  • 50cal accuracy increased from 0.3375/0.3375/0.15 to 0.4/0.388/0.173

M1919 Machine Gun Team

  • Manpower cost reduced from 240 to 220

M24 Chaffee Light Tank

  • Penetration reduced from 300/200/160 to 180/110/80.
  • APCR Rounds munition cost reduced from 45 to 35.
  • APCR Rounds penetration bonus reduced from +100% to +50%.
  • Chaffee no longer does additional damage against friendly units.

M3 Armored Personnel Carrier

  • Fortify Position ability reduces ability recharge times for nearby units by 25%.

M4A1 76mm Conversion Upgrade

  • Fuel cost reduced from 50 to 40 fuel.

M4A3 Sherman Bulldozer

The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.

  • Manpower cost reduced from 400 to 360
  • Frontal Armor increased from 195 to 240.
  • Population decreased from 14 to 12.
  • Angle scatter reduced from 9 to 4
  • Area of effect damage increased from 1/0.25/0.15 to 1/0.3/0.15
  • Area of effect distance increased from 0/1/6 to 0/1.25/6
  • Damage against bunkers and emplacements increased by 100%
  • Distance scatter max reduced from 4 to 2.5
  • Distance scatter offset increased from 0 to 1
  • Distance scatter ratio from 1 to 0.1
  • Model damage limit increased from 4 to 5
  • Bunker-buster deals +100% bonus damage to emplacements.

Canister Shot – M4A1 Shermans and M8 Greyhounds

  • Canister Shot ability reworked to deal high damage against infantry in the open, but is less effective against units in cover. Deals 25% of its damage against units in garrison and heavy cover, 50% against units in light cover.
  • 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.

M8 Greyhound Armored Car

Having lower health than other light vehicles of its cost, we are giving players the option to increase survivability of their Greyhounds against autocannons and weaker anti-tank weapons by spending munitions.

  • Area of effect damage changed from 1/0.3/0.15 to 0.75/0.4/0.4.
  • Area of effect radius increased from 1.75 to 2.
  • Area of Effect model cap increased from 0 to 3.
  • Max scatter reduced from 4 to 3.
  • Scatter offset set reduced from 0.33 to 0.
  • The tracking speed of the turret increased by 33%.

New Upgrade: Side Skirts

  • Cost 70 Munitions
  • Increases health by 120

M18 Hellcat Tank Destroyer

The Hellcat is having its reload time increased so units like the Panzer IV will slightly win in a head-on fight without maneuvering. Previous improvements to the units such as speed and accuracy have made the Hellcat too efficient when engaging more costly units head-on.

  • Reload time increased from 3.75/4.25 to 4.5/4.75

Scouts

  • 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.

Riflemen

  • 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.
  • M1 Garand cooldown modifier when in close quarters sped up from 0.2 to 0.15.

Weapon Support Center

  • Cost decreased from 120 manpower and 15 fuel to 100 manpower and 10 fuel.

US Forces Battlegroups

Airborne Battlegroup

  • M1919A6s upgrade time reduced from 50 to 30 seconds.

Airborne Reinforcement

  • Munitions cost reduced from 150 to 120
  • Now replenishes infantry significantly faster
  • Plane heal reduced from 4000 to 2500

Carpet Bombing Run 

  • Now drops 2 additional bombs per bomber; bombs dropped now fill the entire reticule correctly.

HMG Paradrop

  • Manpower cost reduced from 240 to 220.
  • Recharge time increased from 30 to 75 seconds.

P-47 Rocket Strafe

  • Damage to buildings reduced by 75%.
  • Damaged against infantry reduced by 75%.
  • Delay before the 2nd plane attacks increased from 1 to 2.
  • Rocket count reduced from 6 to 5.

Paratroopers

  • ‘Cooked’ Frag Grenade fuse time decreased from 1.6 to 1.
  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds.
  • Population decreased from 10 to 9.
  • Carbine short-range lethality increased by 8%.
  • M1919A6 Light machine gun mid-far lethality increased by 15%.
  • M1919A6s upgrade time reduced from 50 to 30 seconds.

Smoke Run

  • Munitions cost reduced from 50 to 40

Supply Drop

  • Cost decreased from 150 to 125 manpower.

Armored Battlegroup

Fast Deploy 

  • Fast Deploy build speed bonus increased from +50% to +75%

M31 Recovery Vehicle

  • Fuel cost reduced from 45 to 30.
  • Will now self-repair when out of combat.

M4A3 Sherman Easy 8

  • Accuracy increased from 0.075/0.0563/0.045 to 0.1/0.0563/0.047.
  • Area of effect mid-range decreased from 2 to 0.75.
  • Area of effect model limit decreased from 4 to 3.
  • Area of effect radius increased from 4 to 4.5.
  • 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.

 M8 Scott

  • Auto-fire and barrage fire-aim time decreased from 1 to 0.5.
  • Fuel cost decreased from 50 to 45.
  • White Phosphorus Barrage direct damage reduced from 80 to 10.
  • White Phosphorus Barrage now has a cost of 25 munitions.

Seek And Destroy

  • Accuracy bonus increased from 25% to 35%.
  • Capture bonus and received accuracy bonus while moving removed.

War Machine

  • Command Point cost reduced from 4 to 3

Special Operations Battlegroup

M29 Weasel 

  • Machine gun can no longer target aircraft.

Flamethrower Engineer Weasel Replaced with Weasel Towing M1 Pack Howitzer

Due to the limited use cases of the Weasel carrying Engineers, we have changed the ability to bring in a M1 Pack Howitzer, giving Special Operations access to early light artillery to pressure defensive positions.

  • Costs 400 manpower
  • Weasel arrives towing a Pack Howitzer, no longer arrives with an Engineer squad with a flamethrower.

Off-map Smoke Barrage

  • Munitions cost reduced from 40 to 35

Raiding Flares

  • Considerably reduced the ability delay.
  • The ability will now correctly spawn a flare on the highlighted territories.
  • Munitions cost reduced from 65 to 55

SSF Commandos

  • SSF Commando health increased from 95 to 110.
  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds.
  • Population decreased from 10 to 9.
  • Can now Prioritize Vehicles

Whizbang

  • Rockets per barrage increased from 10 to 15
  • Range increased from 70 to 85
  • Rocket area of effect mid-range distance increased from 1.5 to 2
  • Rocket area of effect far damage increased from 0.175 to 0.3
  • Rockets now deal 50% deflection damage
  • Damage to emplacements reduced by 25%.
  • Veterancy requirements reduced from 1950/5850/11700 to 1500/4500/900

Renamed ability: Long-range Barrage. Replaces Precision Barrage

This ability has been changed from a short-range, high accuracy ability to a slow firing long-range ability that allows the Whizbangs to hit targets at much further distances.

  • 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.

BRITISH FORCES

3-Inch Mortar Team

  • Shells per HE barrage increased from 4 to 6
  • Shells per HE barrage with Artillery Saturation increased from 7 to 8

17-pounder Anti-tank Gun

  • Weapon range increased from 70 to 80.

Bishop Self-propelled Gun

  • Barrage projectiles now ignores collisions up to 75% during its flight due to the Bishop’s low angle of fire.
  • Now fires low angle shells to match the maximum elevation of its weapon.

CMP 15 CWT Truck

  • Veterancy 1 Improved Logisitic ability now shared between the standard CWT and the medical variant.

Crusader MK III Cruiser Tank

We have increased the scatter and lowered the area of effect damage of upgraded Crusaders to make Crusaders less effective against infantry at range. For its cost, the Crusader was too effective against infantry from long-range.

  • 6-pounder angle scatter increased from 5 to 8.5
  • 6-pounder area of effect near damage reduced from 1 to 0.833333
  • 6-pounder distance scatter max increased from 3 to 5.5

CWT 15CMP Anti-Air Truck

  • 20mm AA gun cost reduced from 75 to 60 munitions.
  • Accuracy reduced from 0.8/0.625/0.6 to 0.6/0.5/0.4
  • Area of effect damage set to 5.675 damage with no drop-off.
  • Area of effect model damage limit set to 2.
  • Horizontal traverse speed reduced from 160 to 100.
  • Reload time increased from 1 to 2 seconds.
  • Scatter ratio and offset reduced from 0.85/0.65 to 0.35/0.25
  • Scatter reduced from 10 to 6.5
  • Weapon cooldown reduced from 0.25 to 0.125 seconds.

Dingo Armored Car

  • Machine gun can no longer target aircraft.
  • Now gains shared experience.

Foot Guards

  • Bazooka reload and wind down adjusted for a rate of fire increase of 3.6/4.5 to 3.5/4 seconds.

Infantry Section

  • Bren Weapon lethality increased by 4-6%.
  • Lee Enfield Lethality at all ranges increased by 3%.
  • Population decreased from 8 to 7.
  • Recce Package passive vision bonus reduced from 7.5 to 5.
  • Boys AT Rifle No longer has a damage penalty against bunkers

Forward Observer Base Howitzer

  • Fog of War scatter increased from 1.25 to 2.5.
  • Ready-aim time reduced from 2 to 0.5.
  • Rotation rate increased from 25 to 45.
  • Scatter max decreased from 15 to 6.
  • Forward Observer Barrage can now be used in the Fog of War for all units.

M3 Grant Medium Tank

  • Coaxial machine gun now properly tracks targets.
  • Penetration increased from 180/145/110 to 200/165/125

M3 Stuart Light Tank

  • Self-repair ability speed increased from 0.66 to 1.2.
  • Stuart Utility package cost reduced from 60 to 40 munitions.
  • Penetration reduced from 120/100/80 to 80/65/50
  • 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.
  • Mark Target munitions cost increased from 25 to 45.
  • Mark Target penetration bonus reduced from +50% to +25%.

Reconnaissance Scan

  • Changed from a timed ability to a toggle ability.
  • Remains active when the vehicle is moving.
  • Movement speed reduced by 50% and disables weapons when active.

Mathilda Heavy Tank

The penetration of the Matilda’s main gun is being reduced to be less effective against armored vehicles. We want to retain the Matilda’s high health and armor, but make the unit less effective at engaging heavier vehicles.

  • 2-pounder penetration reduced from 100/85/70 to 90/70/55

Training Center

  • Now immediately available at the start of the game and does not need to be purchased.
  • Training upgrade experience for infantry, team weapons, and light vehicles increased from 500 to 800.
  • Training upgrade experience for medium and heavy vehicles increased from 500 to 1250.

Vickers Heavy Machine Gun Team

  • Mid and far range lethality increased by 5/7.5%.
  • Focused Gunnery accuracy increased from 0.7/0.55/0.45 to 0.9/0.825/0.8
  • Focused Gunnery Suppression reduced from 0.009 to 0.005

British Forces Battlegroups

Air and Sea Battlegroup

Assault Flares 

  • Frontline sectors will be highlighted on the minimap and tactical map, and recon flares will be dropped to provide vision of the area.
  • Rate of fire bonuses decreased from +50% to +25%

Centaur

The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.

  • Angle scatter reduced from 7 to 4
  • Centaur area of effect damage increased from 1/0.25/2 to 1/0.275/0.275
  • Damage against bunkers and emplacements increased by 100%
  • Distance scatter max reduced from 4 to 2.5
  • Distance scatter offset increased from 0 to 1
  • Distance scatter ratio from 0 to 0.1
  • Model damage limit increased from 4 to 5
  • Penetration increased from 35 to 65

Commandos – Both Variants

Commandos are receiving minor passive healing, allowing for successive ambushes and granting Commandos greater flexibility when operating on their own.

  • Commandos of both variants now heal when out of combat for 1.6 health per second

Commando Squad

  • ‘Cooked’ Mills Bomb fuse time decreased from 1.6 to 1.
  • Commando Concealing Smoke now immediately breaks suppression and pinned status conditions

Commando LMG Section

  • Now use unique Lee Enfields that have increased accuracy and damage over the standard Infantry Section at all ranges.
  • +31% increased lethality at short-range, +34% at mid-range, +20% at long-range.

Incendiary Bombing Run

  • Now drops 2 additional bombs per bomber; bombs dropped will now fill the entire reticule correctly.
  • Munitions cost increased from 110 to 150.

Naval Blockade

  • Command Point cost decreased from 2 to 1.

Naval Bombardment

  • Ability reworked to be significantly more lethal and reliable.
  • Cost increased from 200 to 225
  • Heavily increased the number of projectiles fired.
  • Near AOE damage distance decreased from 4 to 2
  • Reduced damage from 440 to 280

Supply Surplus

  • Now provides a 25% discount on built Resource caches to the player by Royal Engineers or those built directly on territory points.
  • Field Infirmaries cost decreased from 200 manpower to 150.
  • British Forward Medical Station can now be toggled on as a retreat point

British Armored Battlegroup

Crusader AA

  • 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.

Designate Targets

  • Designate Targets Command Point cost reduced from 4 to 2

Forward Repair Assembly

Due to the ready access of Royal Engineer Sections found in the battlegroup, we are increasing the repair rate of the Forward Assembly and allowing it to repair itself and friendly structures.

  • Forward Repair Assembly repair speed increased from 3.2 health per second to 8 health per second.
  • Now repair nearby structures and emplacements including itself.

Recon Artillery  

  • Now usable anywhere on the map except on HQ areas.
  • Recon artillery airplane call-in now gives vision for artillery to be dropped on visible enemy units.
  • Ability will now end if the recon airplane gets destroyed.
  • Enemy units inside their HQ sectors will not be targeted by artillery, even if inside the ability area of effect.
  • Munitions cost reduced from 180 to 150.

Indian Artillery Battlegroup

Airburst Artillery 

  • British Off-Map Airburst area of effect damage changed from 1/0.15/0.05 to 0.35/0.175/0.175
  • British Off-Map Airburst area of effect distances changed from 3/5/10 to 0/2/3
  • British Off-Map Airburst model damage limit changed from 3 to 4
  • British Off-Map Airburst munitions cost increased from 90 to 110

BL 5.5 Inch Howitzer 

  • Health reduced from 800 to 480.
  • Manpower cost increased from 320 to 400.
  • Barrage recharge times reduced from 60 to 45.
  • Command Point cost increased from 2 to 3.

Off-Map Airburst Barrage

  • Adjusted ability to be significantly more reliable.
  • Reduced the ability effectiveness against neutral buildings

Perimeter Monitor  

  • Perimeter Monitor will feature three separate artillery that will individually target any visible unit with heavy artillery, followed by a delay before new targets are acquired.
  • Perimeter Monitor now shows area of effect on the covered sectors for both the minimap and tactical map. Sectors affected will be yellow to the player team and orange to the enemies.

Volunteer Infantry 

  • Volunteer Infantry Command Point cost increased from 3 to 4

DEUTSCHE AFRIKAKORPS

8 Rad Armored Car

  • Scatter angle and Scatter max increased from 2 to 3.5.
  • Main gun Area of Effect model cap reduced from 3 to 2.
  • Receives +50% damage bonus to its coaxial machine gun rather than +100% from Armored Support Battlegroup’s Superior Fire Drills

250 Half-track

  • Standard 250 Light Carrier Manpower cost reduced from 280 to 250.
  • Front armor increased from 6 to 7.
  • Veterancy Requirements reduced from 1200/3600/7200 to 600/1800/3600.
  • Now gains shared veterancy.

Mortar half-track

  • Mortar half-track Incendiary Barrage area of effect damage reduced from 0.85/0.4/0.25 to 0.2/0.2/0.2
  • Incendiary Mortar explosion damage set to 4 models maximum with no damage drop-off.

250/9 20mm Half-track

  • 20mm autocannon accuracy increased by 33% (0.224/0.192/0.176 to 0.3/0.25/0.23)
  • 20mm area of effect now capped to 2 models.
  • 20mm autocannon half-track coaxial machine gun accuracy reduced by 33% at all ranges (0.64/0.58/0.52 to 0.42/0.38/0.34)
  • 20mm autocannon now deals area of effect damage in a radius of 1.25

Advanced Optics

  • Manpower cost reduced from 200 to 150.

Advanced Repairs

  • Advanced Repairs now requires the Light Support Kompanie. Previous Panzer Armee requirement removed.

Armored Reserves

  • Cost decreased from 200 manpower and 150 fuel to 100 manpower and 75 fuel.
  • Requires only the Panzerarmee Kommand to be purchased.
  • Tiger fuel cost increased from 180 fuel to 240 fuel.

Assault Grenadiers

  • Grenade Assault cost decreased from 45 to 35 munitions.
  • Manpower cost reduced from 340 to 300.

Combined Arms Ability

  • Now triggers on the 250-mortar half-track, 254 Reconnaissance Tractor, and the Walking Stuka Halftrack
  • 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.

Combat Half-Track

  • Provides a flat 4 armor bonus to all facings to all affected units

Famo Recovery Vehicle

  • Fuel cost reduced from 40 to 30.

Flak 36 Anti-Tank Gun Team

  • Fire-aim time increased from 0.125 to 1.
  • Ready-aim time from 0.125 to 0.25/5.
  • Reload speed increased from 2.125 to 2.875/3.15
  • Armor when decrewed reduced from 100 to 70; standardized with other team weapons

Flakvierling Halftrack

  • Weapon range increased from 40 to 45.
  • Model damage limit reduced from 3 to 2
  • Armor-piercing weapon penetration reduced from 32/30/28 to 30/27/25
  • Armor-piercing weapon moving burst decreased from 0.75 to 0.5; matches the regular weapon

Grenade package

  • 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.

Light Support Kompanie

  • Now has access to Panzerjaegar squads costing 275 manpower.

Le.IG 18 Howitzer

  • Barrage recharge times decreased from 30 to 20.

Marder III Tank Destroyer

  • Now has access to Smoke Canisters

Panzer III L Medium Tank

The Panzer III is gaining increased frontal armor to be able to withstand lighter AT weapons such as the Chaffee when being attacked head-on from distance.

  • Frontal armor increased from 130 to 150
  • Manpower cost reduced from 340 to 320

Panzergrenadiers

Panzergrenadiers will now be more powerful without Combined Arms while retaining the same overall strength. This was to help address the significant difference in viability of the unit in small vs large games while still incentivizing Combined Arms play.

  • LMG accuracy increased from 0.363/0.286/0.2332 to 0.396/0.312/0.2544.
  • Rifle accuracy increased from 0.44/0.484/0.31 to 0.538/0.528/0.372.
  • Kar98k cooldown multiplier at close range has been increased from 0.35 to 0.45.
  • Grenade range increased from 16 to 20.

Panzerjaeger Squad

  • Health increased from 85 to 90.
  • Reinforcement cost decreased from 28 to 26.
  • Tear Gas Shot now requires Veterancy 1.
  • Tear Gas Shot duration reduced from 10 to 3 seconds.

StuG III (All Variants)

  • Machine gun burst length duration multiplier from 1/0.95/0.7 to 1/0.8/0.6.
  • Machine gun can no longer target aircraft.
  • Machine gun far accuracy from 45% to 33%.

StuG III D

  • Veterancy Requirement reduced from 1500/4500/9000 to 1000/3000/6000.
  • Firing Positions range bonus increased from +15 to +20 range.

Tiger

  • S-Mines Launcher now deals significantly less damage to infantry but now will suppress and pin them.

Veteran Leaders

  • Manpower cost increased from 200 to 250.
  • No longer automatically reinforces Panzergrenadier Squads upon completion.

Walking Stuka Rocket Launcher

  • Rockets now deal 40% deflection damage.
  • Veterancy requirements reduced from 1950/5850/11700 to 1500/4500/900

Deutsche Afkikakorps Battlegroups

Armored Support Battlegroup

Command Panzer IV 

  • 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.

Vehicle Awareness

  • Command Point cost increased from 1 to 2.
  • Range reduced from 160 to 60.

Italian Combined Arms Battlegroup

Armored Support Stuka Anti-Tank Loiter

  • Munitions cost increased from 180 to 200

Artillery Cover 

  • Enemy units inside their HQ sectors will not be targeted by artillery, even if inside the ability area of effect.
  • Radius increased considerably.
  • The ability will feature three separate artillery that will individually target any visible infantry, team weapon and vehicle, dropping flares before each barrage.
  • When the ability is used, it will now highlight the covered area and start looking for possible enemy targets.

Bersaglieri Squad

  • Reinforcement cost reduced from 28 to 26.
  • Bersaglieri call-in ability recharge time increased from 60 to 75 seconds.
  • Manpower cost reduced from 320 to 280.
  • Population reduced from 8 to 7
  • Urra duration increased from 5 to 10

Breda Model 30 LMG

  • 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.

Combined Arms Strafe

  • Strafe damage increased from 10 to 30. Suppression removed.
  • Bonus damage to vehicles decreased from +225% to +200%.

Semovente 75/18 Assault Gun

  • Barrage recharge time decreased from 90 to 45 seconds.
  • Barrage reload decreased from 3.5/4 to 3 seconds.
  • Ready-aim delay on HEAT Shell ability removed.

Secure Location

  • Now grants a +20% decapture bonus in addition to its capture bonus.

Italian Infantry Battlegroup

Booby Traps 

  • Increased health on the booby trap from 20 to 140.
  • Now uses the demo charge model.
  • 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.

Cannone da 105/28 Howitzer 

  • Shells per barrage increased from 4 to 6.
  • Barrage recharge times reduced from 60 to 45.
  • Command Point requirement from 4 to 3.

Sound The Alarm

  • Renamed Designate Defensive Line 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.

Guastatori 

  • Reinforcement cost reduced from 40 to 35.
  • SMG moving burst increased from 35% to 100%.
  • Armor increased from 1.25 to 1.5
  • Can now fire their flamethrowers while moving

L6/40 Light Tank Combat Group

  • Call-in cost increased from 450 manpower and 30 fuel to 475 manpower and 35 fuel.
  • Health increased from 240 to 280.
  • Now has medium crush.
  • Penetration increased from 16/14/13 to 45/25/15.

New ability: Emergency Speeds. Replaces Italian Brotherhood

  •  Increases speed by +50%, and has +25% acceleration while making the unit 25% harder to hit. Disables weapons while active.

Obice 305mm Barrage

  • Ability reworked to be significantly more reliable.

Propaganda War 

  • Ability will now correctly work only on squads capable of retreating.
  • 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.

Registered Artillery

  • Ability can now be cast on player owned Victory Points independently by the owner of the resource sector on which they are located.
  • Shells will initially drop more scattered and in fewer number, increasing in number and accuracy over time.
  • Updated projectiles Area of Effect profile to be more effective.

WEHRMACHT

221 Armored Car

  • Machine gun mid-far lethality increased by 10%.
  • Sight increased from 35 to 45.
  • 20mm Panzerbusche now deals very limited area of effect damage; primarily to detonate objects like mines.
  • The 221 Scout Car’s White Phosphorus Round ability no longer overlaps with its Scout Awareness ability
  • White Phosphorus Round is now available without veterancy for the Panzerbusche variant.

251 Halftrack and Variants

  • MG 42 weapon cooldown decreased from 1.5/2 to 0.75/1

251 Strummel Conversion

  • 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.

Armored Skirts

  • Cost increased from 125 manpower and 25 fuel to 200 manpower and 45 fuel.
  • Now provides +80 health to all affected vehicles and increases side armor of affected vehicle by 20%.

Flak 30 AA Gun Team

  • Manpower cost decreased from 320 to 280.
  • 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.
  • Area of Effect model  damage limited reduced from 3 to 2.
  • Incremental accuracy bonus removed.

Flak 36 Anti-tank Emplacement

  • Health increased from 800 to 1040.

Flakpanzer IV Wirbelwind

  • Cost reduced from 320 manpower and 60 fuel to 300 manpower and 50 fuel.
  • Reload speed decreased from 3.75/4.25 to 1.875/2.125.

New ability: White Phosphorous Rounds. Replaces Tactical Advance 

  • White Phosphorous Rounds cause suppression and reduce a vehicle’s vision by 75% on hit for 5 seconds. Costs 30 munitions. Lasts 30 seconds.

Grenadiers

  • MP40 Submachine gun mid-range lethality decreased by -15%.
  • MP40 Submachine gun near lethality decreased by 5%.

Hull Down Ability

  • Can no longer be activated in combat but will continue to remain active if started prior to entering combat; can still be deactivated in combat.
  • Hulldown now provides +5 range, +5 sight, and speeds up reload times by 30% in addition to the current 25% damage reduction

Jaeger

  • Capture and de-capture bonus from reconnaissance package set to a flat +20% bonus.
  • Reconnaissance Package munition cost reduced from 60 to 50.
  • Panzerschreck ready-aim time reduced from 1.25/1.5 to 1/1.25
  • Schreck long-range accuracy increased from 0.0375 to 0.04
  • Scoped Rifles long-range accuracy increased from 0.65 to 0.695

Kettenkrad Reconnaissance Vehicle

  • Reconnaissance Scan changed from a timed ability to a toggle ability that remains active when moving.
  • Speed reduced by 50%.
  • 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.
  • Communication Cables sight range now properly affects all resource points.
  • Decapture rate from Communication Cables removed.
  • No longer gains bonus sight range from veterancy. (Tooltip will be adjusted in a future update).

Marder M III

  • Long-range accuracy from 0.045 to 0.04.
  • Long-range accuracy reduced by 12%.

MG 42

The MG 42 is gaining increased accuracy, improving its damage output. We want the MG 42 to be a key unit of the Wehrmacht and one of their primary anti-infantry damage dealers.

  • Incremental accuracy reduced from 1.25 to 1.17
  • Weapon accuracy increased from 0.55/0.4/0.185 to 0.61/44/0.2135
  • Suppression against suppressed targets from 0.5 to 0.35.
  • Suppression applied to other squads increased from 88% to 93%.

Nebelwerfer

  • White Phosphorous rocket count increased from 5 to 6.
  • Barrage range increased from 140 to 160
  • Incendiary rocket area of effect explosion damage increased from 0.4/0.3/0.2 to 0.4/0.35/0.3
  • Weapon health increased from 360 to 440

Panzer Kommand

  • Now requires either Panzergrenadier Kompanie of Luftwaffe Kompanie to be constructed

Pionneer Squad

  • Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.
  • Weapon near cooldown decreased from 1.1 to 0.8

Stoßtruppen Squad

  • G43 accuracy increased from 0.7/0.67/0.64 to 0.77/0.74/0.704
  • MG 42 accuracy increased from 0.48/0.47/0.44 to 0.528/0.517/0.484
  • White Phosphorous Grenades now properly deal damage over time.

StuG III (All Variants)

  • Machine Gun burst length reduced by 15% at mid and far.
  • Machine Gun can no longer target aircraft.
  • Machine Gun far accuracy reduced from 45% to 33%.

StuG III G

  • Point-blank Blast area of effect limit decreased from 4 to 3.

Sturmpanzer IV Brummbar

The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.

  • Fuel cost reduced from 110 to 100
  • Area of effect damage increased from 0.75/0.25/0.1 to 0.75/0.35/0.15
  • Area of effect penetration increased from 20/20/20 to 70/70/70
  • Deflection damage increased from 25% to 50%
  • Distance scatter offset increased from 0 to 1
  • Damage against bunkers and emplacements increased by 100%

Wehrmacht Marder III M

We have adjusted the Marder to be more effective when fighting from a defensive position, but at a higher fuel cost. The unit can now ‘deploy’ to increase its range and firepower at the cost of mobility.

  • Cost adjusted from 280 manpower and 25 fuel to 240 manpower and 40 fuel

New ability: Sight Main Gun. Replaces Hulldown  

  • Increases range by 10m and speeds up reload times by 20% when active. Removes ability to move. Can still rotate

Wehrmacht Battlegroups

Breakthrough Battlegroup

Blitzkrieg

  • Reload bonus increased from 35% to 40%.
  • Speed bonuses and received accuracy bonus reduced from 50% to 35%.

Incendiary Bombing Run

  • Munitions cost reduced from 120 to 100.
  • Now arrives sooner and drops its bombs off sooner; it now takes 8-9 seconds for bombs to impact the target area.

Panzer IV Command Tank

  • 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.

Rapid Production 

  • Rapid Production build time bonus increased from 50% to 75%

Luftwaffe Battlegroup

20mm Flack Emplacement

  • 20mm Flak Emplacement build Time reduced from 45 to 40 seconds
  • 20mm Flak Emplacement cost reduced from 250 manpower and 35 fuel to 200 manpower and 25 fuel
  • Pioneers can now construct the 20mm Flak Emplacement

88mm Anti-tank Emplacement 

  • 88mm Anti-Tank Emplacement CP cost reduced from 3 to 2
  • 88mm Emplacement Anti-air range modifier reduced from 10 to 6
  • All 88mm Flak damage against aircraft increased from 240 to 600
  • Updated text for Luftwaffee Fallschirmpioneers to tell players about the Flak unlock

Fallschirmpioneers

  • Build menu standardized with Pioneer squads; still has access to the Luftwaffe Relay

Luftwaffe Strafing Run

  • Command Point cost decreased from 2 to 1.
  • Cost reduced from 75 to 50 munitions.
  • Recharge time increased from 60 to 90 seconds

Fragmentation Bombs

  • Recharge time increased from 60 to 120 seconds

Mechanized Battlegroup

Mechanized 8Rad

  • Signal Detection veterancy ability replaced with Deutsche Afrika Korps 8-rad Commander Mode ability.

Panther Heavy Tank

  • 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.

Stoßtruppen StG 44 Ambush Package

  • Ambush Package munitions cost reduced from 75 to 30
  • StG 44 damage increased from 5 to 5.5
  • StG 44 Assault Rifle accuracy increase from 0.59/0.47/0.29 to 0.72/0.55/0.4
  • StG 44 burst duration increase from 1.25/0.75/0.25 to 1.25/1/0.45

Stug Assault Group

  • Stug D Assault Group manpower cost increased from 600 to 650
  • StuG D Assault Group now comes with a Stosstruppen Squad
  • StuG D Hulldown removed

Wespe Self-Propelled Artillery

  • Wespe CP cost reduced from 4 to 3
  • Barrage ready-aim time from 2 to 0.125
  • Cost reduced from 400 manpower and 80 fuel to 320 manpower and 60 fuel.
  • Creeping Barrage range changed from 150 to 180; matches standard barrages.
  • Creeping Barrage recharge time from 70 to 55.
  • Fixed several issues where the Creeping Barrage damage was different from the regular barrage.

Zeroing Artillery Barrage

  • Shells will initially drop more scattered and in fewer number, increasing in number and accuracy over time.

BUGFIXES


Art/Animation

  • Large explosions are now more likely to rend infantry and small explosions are more likely to create ragdolls.
  • Churchill Black Prince’s right-side treads are now playing the correct animation.
  • Deutsches Afrikakorps Tank Traps now use the same model and stats as the Wehrmacht version.
  • Five pounder crew no longer t-poses when aiming at extreme angles.
  • Fixed an animation issue when infantry entered the Deutsches Afrikakorps 2.5-Tonne Medical Truck.
  • Fixed an issue where the infantry were incorrectly positioned inside the Deutsches Afrikakorps 250 Light Carrier.
  • Fixed numerous issues with floating objects when destroyed.
  • Fixed the Wehrmacht Command Panzer IV coaxial Machine Gun visual effects not being hooked up correctly.
  • Heavy Mortar Teams animations now sync up to the barrage timing.
  • Improved Half-track animations and soldier positioning.
  • Improved idle and driving poses on the Kettenkrad crew.
  • Improved missing terrain details.
  • Improved the visibility of visual effects when points are captured.
  • Increased Tanks/Vehicles particle visual effects when an engine is critically hit.
  • Reduced camera clipping through the terrain on several maps.
  • Reduced cloud density to improve visuals on the Foggia map.
  • Resource cache improvements now properly play construction animation.
  • Corrected some of the wrong pintle mounted weapons.
  • The pivot animations of loader and gunner are now matching the tracking fire angle.
  • US Hellcat tarps will now match their cosmetic themes.
  • Weapons will no longer float when the unit is hit by explosive type weapons.
  • Fixed an issue where the territory and map borders would flicker on the Ruins single player map.
  • Wall sections should no longer remain visible once destroyed.
  • Changed the way weapon swap animations are played so they are now layered as upper-body animation. Mechanically that means that when a unit upgrades to a new weapon (such as the BAR) or when a unit changes weapons (such as mine sweeper for engineers), they no longer stop in their tracks and get separated from the rest of the squad.
  • Fixed a T Pose when units embark into the Deutsche Afrikakorps 205 Light Carrier.
  • Fixed hit reaction animations when infantry is dropped to prone from explosions (grenades, mortar, etc.). These animations should now quickly end when the squad is issued a command, instead of keeping the unit locked down for the full length of the animation (It was never the intention for hit reaction animations to lock down units in place).
  • Fixed a problem where squads would lose the player’s requested unload destination if the player issued a second order while the squad was in the process of unloading. The vehicle will now properly acknowledge the new destination and navigate accordingly. Soldiers will now also respond to the unload more quickly and will exit the hold more seamlessly.
  • Modified the Weapon Swap to use an upper body animation layer. This should mean kneeling units to no longer stand up when ordered to change weapons or tools.
  • Removed most pivots from infantry to increase infantry responsiveness.
  • There should be no more popping before and after throwing a grenade. Entities should now be using the aim animation while rotating to the ability location.
  • Adjusted the behaviour of infantry entering cover while engaged in combat. Infantry will now avoid sliding into cover (and instead opt to stay standing and shooting) if they are in the middle of aiming. However, the unit will still do the slide into cover animation if they aren’t aiming – which might happen depending on a number of factors, such as the weapon type, range, wind down period etc.
  • British Forces infantry section upgraded with Recce Package no longer throw their rifles when throwing grenades.
  • Corpses no longer have shiny surfacing. The materials on the corpses match the playable units.
  • Engineers no longer get stuck in a running loop when attempting to repair bridges.
  • Grenadiers’ uniform trousers color updated to be historically authentic.
  • Fixed a case where infantry can get stuck in a shuffling loop near their destination.
  • Fixed an issue where items attached to the US Forces Sherman 76mm cannon were propping into odd positions when using abilities
  • Fixed an issue with the Cupola hatch being closed on the Churchill commander when in an idle state
  • Fixed an issue with the US Forces Sherman 76mm cannon upgrade not receiving the US Night Fighters cosmetic
  • Fixed the British Forces HMG crew t-posing after being paradropped
  • Fixed the MG 15 gunner animation looping when in cover.
  • Improved the destruction state of barbed wire fences (notably those used on Monte Cavo) to reduce their “floating” appearance
  • Improved visual appearance of Campaign map British Carrier.
  • Reinforced barbed wire now has the correct animation
  • Ships now face the right way on the Campaign map.
  • Suppressed units in cover now go prone to visually communicate the squad is suppressed.
  • The Afrikakorps Bersaglieri squad no longer yeet their Breda machine gun alongside the grenade when using the grenade throw ability.
  • The flag on the German Command Bunker now uses team color.
  • The rubble created by the US Carpet Bombing run on Pachino Stalemate no longer flickers.
  • Units building barbed wire now have the correct animation
  • Using High Explosive Barrage or Target Weakest Point ability for US Forces M3 halftrack no longer causes the added cosmetic on the gun to revert to the default materials.
  • Units no longer have issues reaching the Wehrmacht Fighting Nest cover and firing positions.
  • British Air and Sea company has new icons.
  • Fixed an issue where the heavy mortar would animate slower when auto-firing shells.
  • Beretta M38 has muzzle visual effects when shooting.
  • Improved the consistency of vaulting over objects.
  • Fixed a lighting issue on Monte Cavo 4v4 map that caused certain vehicle cosmetics to glow.

Audio

  • Added Barb Wire cut sounds effects.
  • Added Naval Blockade siren sounds effects.
  • Added Propaganda bomb sound effects.
  • Added sound effects to Custom Game context menus.
  • Fixed Navy Bombardment sounds effects to adjust with volume settings.
  • Updated audio treatment for the War Cry ability; the sound effect can now be heard by all factions when active.
  • Added ambient combat sound effect track in the Main Menu.
  • Fixed several units that were not calling out their first engagements – this was causing units to enter combat for the first time without warning
  • Fixed Stg 44 weapon echo and length
  • Fixed the Breda Model 30 weapon audio from firing for too long
  • Fixed the Fallschirmjager weapon echo.
  • Fixed the Paratrooper Bazooka Battle Chatter.
  • Intel Voice Over now has radio effect Tuning Intel frequency.
  • Fixed cases where the Intel did not notify the player when a unit is lost in combat.
  • Improved the audio of ships engaging in combat in the Italian Dynamic Campaign.

Gameplay

  • Adjusted collisions so buildings cannot be built too close to rocks.
  • Adjusted resource points and Heavy Machine Gun Base Bunkers on skirmish maps so that units capturing the point do not get shot at.
  • Airborne Company Heavy Machine Gun Paradrop ability can now be used in the Fog of War.
  • Brummbar sight decreased from 50 to 35 as intended.
  • Certain variants of the CWT truck no longer fall through bridges as if the bridges weren’t there.
  • Cleared rubble from various building entrances on (6) Mignano Summit to enable better access and reduce pathfinding issues.
  • CMP 15cwt Anti-Air Trucks can now Prioritize Aircraft.
  • Evaluated Italian buildings to ensure they hold an appropriate number of squads.
  • Fixed ability cancellation timing exploit that allowed the first shot of an ability to still go off, even after both the ability cost and recharge have been refunded.
  • Fixed an issue where Deutsches Afrikakorps reinforcing the 88 used a different crew rather than those found upon the unit spawning.
  • Fixed an issue where 2.5-tonne Utility Trucks did not have a veterancy ability; they now use the Field Supplies ability found on the medical variant.
  • Fixed an issue where builder units would run on the spot and not complete construction.
  • Fixed an issue where cancelling the Destroy Obstacles ability would cause the ability to go on cooldown.
  • Fixed an issue where certain units could cause their primary weapon to permanently swap to a barrage weapon.
  • Fixed an issue where Engineers that were affected by the Assault Engineer upgrade would not get extra health.
  • Fixed an issue where Panzerjager Squads did not have the Prioritize Vehicle ability.
  • Fixed an issue where paratroops would freeze in midair when reacting to explosions.
  • Fixed an issue where Pioneers did not get their construction bonuses from veterancy.
  • Fixed an issue where Precision Shot and Precision Barrage were affected by Indian Artillery’s Artillery Saturation ability.
  • Fixed an issue where Sherman Dozer Delayed Fuze did not have a delay before detonating.
  • Fixed an issue where Smoke Canisters on the Stuka could trigger the cooldown on the unit’s barrages.
  • Fixed an issue where specific non-garrisonable structures stated they could be garrisoned.
  • Fixed an issue where Stosstruppen Shock Assault bonuses did not stack with other modifiers such as veterancy.
  • Fixed an issue where team weapons could get destroyed when receiving explosive damage in a structure.
  • Fixed an issue where the Deutsches Afrikakorps Flak 88 could only be reinforced up to a maximum of 4 models rather than 6 after being recrewed.
  • Fixed an issue where the 254 Reconnaissance Tractor was not affected by Emergency Repair Kits.
  • Fixed an issue where the Bazooka team’s White Phosphorous rocket would refund its cost.
  • Fixed an issue where the M1 Anti-Tank Gun and Pak 38 needed to accelerate and decelerate like a vehicle.
  • Fixed an issue where the Mortar Half-tracks Smoke Barrage and Self-Repair abilities overlapped.
  • Fixed an issue where the Pathfinder Icon was used on the Recon Group for the M8 Scott’s upgrade path, not the Scout Icon.
  • Fixed an issue where the Received Accuracy bonus from the Training Center would not apply to reinforced infantry entities.
  • Fixed an issue where the Scout Squad’s utility package used a different icon in the build queue.
  • Fixed an issue where the Semovente HEAT Shell could create an invisible smoke cloud.
  • Fixed an issue where the StuG D could not rotate when using the Firing Positions ability.
  • Fixed an issue where the White Phosphorous Rocket could instantly destroy destructible objects like bridges.
  • Fixed an issue where there was no requirement text for paradrop abilities when attempting to paradrop units over unsuitable terrain.
  • Fixed an issue where there was no UI reticle when deploying M31 Recovery Vehicles or the Mechanized Assault Group from the German Breakthrough Battlegroup.
  • Fixed an issue where units cannot vault after picking up a team weapon.
  • Fixed an issue which allowed mortar barrage abilities to be used while pinned.
  • Fixed collision on wooden fences to prevent units from clipping through them.
  • Fixed inconsistent setup time for mortar crews.
  • Fixed an issue that would cause mortar crews to sometimes get stuck on setup.
  • Fixed player not losing the capture point when choosing to retreat from the battle.
  • Grenadier Med Kit regeneration set to restore 8 HP per second for 10 seconds during its duration.
  • Guastatori can now build resource caches.
  • Hellcat now uses a direct-fire line rather than an arcing projectile.
  • Improved pathfinding to allow infantry units to use the stairs behind hospitals.
  • Increased speed of Stuka bomb, fixed lingering bomb visual effects trail, and increased ground crater.
  • Improved the A.I.’s early game capture point order when on a team. Bugs were causing the A.I. to excessively prioritize VPs and fuel at the start of the game, these have been fixed.
  • The A.I.’s preference for capture points that are closer to its base than its teammates’ bases has been increased.
  • Fixed an issue where the A.I. would sometimes send 2 squads to capture a single safe neutral point early in the game. They will now only send 1 squad for safe early game captures.
  • Issuing multiple repair commands on the same target will no longer restart the repair.
  • M1 Anti-Tank Gun Focused Sight ability now has a 10 second delay between toggling the ability on and off.
  • M3 Grant Medium Tank Prioritize Vehicle ability now functions correctly.
  • Pack Howitzer smoke barrage no longer shares a cooldown with other barrages.
  • Semovente now properly gains reload bonuses for veterancy.
  • Smoke clouds deployed by a player no longer trigger mines.
  • Team weapons no longer tear down when pinned.
  • Text for the Crusader’s Heroic Charge is now standardized between when the ability is triggered and it’s passive.
  • The Deutsches Afrikakorps’s Flak 88 Truck and the British 17 Pounder trucks give consistent population that matches their cost, once acquiring and upon death.
  • The A.I. is no longer capable of ignoring the boundary lines of the skirmish map to move their units outside of the playable space.
  • Units should no longer get stuck when retreating from Passenger Train Cars.
  • Units should now be easier to select with and without box selection.
  • Updated HQ bunkers to prevent enemy access without drawing fire.
  • Using Smoke canisters while Point-blank ability is active shouldn’t result in infinite grenades anymore.
  • Units with no AA capabilities no longer acquire airplanes as targets.
  • Engineering units no longer take extra damage when repairing at veterancy 3 as intended.
  • Fixed an issue where Compromise Armor did not properly apply to targets.
  • Fixed an issue where some Bombing Runs preview reticle was inaccurate.
  • Fixed an issue where the MG34 got a speed boost when using Fire Discipline ability.
  • Fixed a text error that stated certain munitions crates granted 60 munitions when they only granted 40.
  • Moved base bunkers to remove the ability to shoot resource points on some maps.
  • Burst fire weapons no longer interrupt the current burst if the target is out of fire-cone angles.
  • MG34 Fire Discipline and Vickers Plunging Fire abilities can now be used in garrisons.
  • Team Weapons and Emplacements will now grant shared experience to units that can receive it.
  • CWT 15CMP Anti-Air truck now properly deals area of effect damage in a radius of 3.
  • Fixed an issue where the 8 Rad, 250/9 Halftrack, and Crusader AA were firing their autocannons faster than intended.
  • Improved the hitbox of dropped weapons to make it easier to pick them up.
  • Adjusted selection box from 1 to 2.5 on the German LG40 Recoilless Gun.
  • Fixed the LG40 Recoilless Gun to properly camouflage when its Veterancy 1 ability is used.
  • Removed the wrong decorator from the tactical map for the LG40.
  • Anti-Air units can now target airplanes outside the playable area.
  • Artillery should now fire with a 20 second cooldown that is surfaced through a decorator It should respect having vision on the enemy unit.
  • Breach now forces retreat of garrisoned units.
  • Burst weapons will no longer keep firing if the target ducks behind a shot blocker.
  • Clarified the meaning of “resource lost” stats with tool tips. This means the resource value of units lost in combat.
  • Fallschirmpioneers now have access to wire cutters from the start of the game.
  • Fixed damage over time damage not awarding veterancy and kills to the damage originator.
  • Fixed HMG redeploying when switching targets in arc.
  • Fixed a bug where the Panzerjaeger squad was unable to fire Anti-Tank Tear Gas round if the remaining squad members didn’t have Panzerbuchse 39 equipped.
  • Fixed a bug where it was possible for a unit who was repeatedly given the Stop command to completely lose the ability to attack. This was unintentional, and now units told to stop while they’re already stopped will no longer cause them to stop attacking. This bug affected infantry, vehicles and structures alike (defensive positions, etc.).
  • Fixed a missing UI text string on the Salvage Crew ability for the M3 Armored Personnel Carrier when used on friendly or hostile units .
  • Fixed a tool-tip issue with the Bishop’s direct-fire ability.
  • Fixed an issue where certain call-in units could not be deployed due to incorrect population requirements.
  • Fixed an issue where certain units could double shot projectiles. Shermans, Brummbars, and Greyhounds now need to cycle a reload sequence if they fired a shell before using WP, Bunker Buster or Smoke shot.
  • Fixed an issue where Deutsches Afrikakorps Schu Mines and Teller mines would not cancel construction if the builder was given another order before construction begun.
  • Fixed an issue where Flak emplacements would not be cancelled if the engineer was given a build other before they reached the construction site.
  • Fixed an issue where Wehrmacht bombers used the incorrect model during the Montella mission.
  • Fixed an issue where Tear Gas would not disable an indicator over the target.
  • Fixed an issue where the Crusader had further sight than intended.
  • Fixed an issue where the Hellcat and M3 75mm Gun Motor Carriage First-Strike Veterancy bonus failed to work correctly.
  • Fixed an issue where the Stosstruppen Red Phosphorous Grenade would not continue to deal damage after detonation.
  • Fixed British Forces Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.
  • Fixed invalid target requirement text for the Sherman’s White Phosphorus Shell.
  • Fixed M1 Anti-Tank Gun continuing to fire while Brace ability was active.
  • Fixed M1 Anti-Tank Gun not firing after Brace ability ends.
  • Fixed missing UI requirements for the Captain’s ‘Rally to Me’ ability.
  • Fixed players appearing on the wrong team after a skirmish restart.
  • Fixed Recover Wrecked Vehicle ability range for recovery vehicles.
  • Fixing a programming glitch that caused repeatedly giving the Attack move order to prevent a unit from moving. Repeatedly giving Attack Move orders now behaves smoothly, similar to how repeatedly giving the Move order does.
  • Improved weapon range visualization to account for shooter size.
  • L6/40 Combat Group should now properly be 10 population instead of 12.
  • Mortars and HMG’s should now have their abilities cancelled when pinned.
  • Pathfinding tuning on Deutsche Afrikakorps recovery now matches the US recovery vehicle.
  • Setup HMG teams will no longer become stuck if given a reface order in place.
  • Smoke Canisters should no longer break functionality on the creeping barrage ability.
  • Team weapons no longer change targets when already engaged via an attack move order.
  • The Focus Next Infantry command now cycles through units properly, skipping over retreating units.
  • Unit Efficency has been changed to Efficiency Factor, which is now a ratio like 1.5, rather than 150%. Efficiency Factor means the amount of resource damage dealt to enemies, divided by the cost of units produced. There are now tooltips to explaining this.
  • Beyond the meaning of Unit Efficiency being unclear, there were also errors in the calculation of efficiency which have been fixed. (Average) efficiency was displaying a total instead of an average. Additionally, the total damage dealt had been including friendly fire and environmental damage.
  • Updated a large number of tooltips in-game to display numerical values for bonuses of many upgrades and abilities.
  • Updated the VFX on On Map Communication Pings for the Attack, Defend and Look Here pings. Added a new VFX beam to make pings more visible when used on tall assets like buildings or when placed behind trees and bushes.
  • You will now receive a specific message in the left-hand-side event queue if one of your units takes a hit from a sniper.
  • Fix wrecks staying attached to recovery vehicles when issued move command.
  • 250 Halftrack – Heal ability is no longer hidden under the Smoke Dischargers ability.
  • Axis Loiters now have their health at their correct value of 1800 instead of 280.
  • Axis Tigers Veterancy requirements now require 25% more XP to level
    (from 2200/6600/13200 -> 2750/8250/16500).
  • Fixed an issue where “Framerate Limit” was locked to 30 FPS on machines where lower CPU specifications or hardware were detected
  • Dingo can now fire on the move.
  • Fixed British Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.
  • Fixed an issue where the StuG D’s veterancy requirement was not set properly to 1000/3000/6000.
  • Fixed M29 Weasel’s Signal Layer ability not giving bonus resources.
  • Using Focused Gunnery with the Vickers HMG no longer prevents group / band-box selection.
  • Adjusted the recoil and reset time on all vehicles when firing their main guns to reduce wobble.
  • British Forces Dingo can no longer go through tank traps, dragon teeth and areas designed only for infantry to go through.
  • Emplacements will now properly update their visuals when repaired after a decrewed state
  • Engineer Light it Up now properly displays a timer over the unit when active.
  • Fighting nests will no longer go back to full HP when crewed
  • Fixed a bug that allowed squads to purchase more than one weapon upgrade.
  • Fixed a case where engineers ignore the second queued action after finishing a build order
  • Fixed Afrikakorps L6/40 Smoke Canister not working while Emergency Overdrive ability was active.
  • Fixed an issue in which the Werhmacht Flak38 would become invisible when de-crewed.
  • Fixed an issue that caused the Panzergrenadier squad to display the “+” icon next to their weapon after picking a single weapon, giving the impression the squad somehow already had 2 special weapons.
  • Fixed an issue where Emergency Repair Kits image was incorrect in the production queue.
  • Fixed an issue where garrisoned units become trapped on unload.
  • Fixed an issue where Mechanized Assault did not apply to newly constructed vehicles while the ability was active
  • Fixed an issue where recrew team weapon ability could be used on emplacements that were under construction.
  • Fixed an issue where reinforcements for the Wehrmacht Stosstruppen would not always get the upgraded Submachine gun.
  • Fixed an issue where resource caches constructed by Supply Surplus did not use the same icon as the British resource caches.
  • Fixed an issue where Resource Caches under Supply Surplus did not properly show their correct value and flickered between 150 and 200 manpower.
  • Fixed an issue where Sherman 76mm tanks would occasionally be recovered as 75mm tanks.
  • Fixed an issue where smoke canisters did not function on the Afrikakorps recovery vehicle.
  • Fixed an issue where the Armored Battlegroup’s Field Repair ability was different for the ability and the Battlegroup command card.
  • Fixed an issue where the Kradschutzen did not get the self-repair benefit of Emergency Repair Kits.
  • Fixed an issue where the name of certain structures would not appear in the Building Shortcut tab.
  • Fixed an issue where the Panther Tank Hunter ability did not apply correctly onto vehicles hit.
  • Fixed an issue where the Tommy weapon would become invisible after using the rifle grenade ability.
  • Fixed an issue where the training center text was in the incorrect location for the Team Weapon Training upgrade
  • Fixed an issue where the Valentine did not have a functional machine gun
  • Fixed an issue with emplacement construction that would show the object as fully constructed despite still being in construction.
  • Fixed an issue with German 8-Rad radar effect not playing when the Signal Detection veterancy ability is active.
  • Fixed an issue with tire tracks being left by British Forces CWT Truck 15.
  • Fixed being able to unlock Air Re-Supply Operation ability multiple times from Special Operations Battlegroup.
  • Fixed being able to use the Hull Down ability while in combat
  • Fixed casemate vehicle auto target selection so it is no longer indecisive between infantry it can fire upon now versus tanks it has to turn to fire at.
  • Fixed Fortified Combat Position Bonus ability to keep showing in command card when a building is garrisoned
  • Fixed instances where units wouldn’t fire after vaulting
  • Fixed Mechanized Assault ability not healing vehicles.
  • Fixed ML 4.2-inch Heavy Mortar Recon Flare ability to show projectile being fired.
  • Fixed Munition cost refund for Demo charge munitions.
  • Fixed Rally to Me! radio antenna asset playing destruction effect after spawning.
  • Fixed recovery vehicles sometimes getting stuck when issued the Repair Vehicle ability.
  • Fixed some barrage abilities not properly locking out availability to other barrage abilities.
  • Fixed Team Weapons tearing down while in combat when given an attack move order even if they’re already engaging an enemy.
  • Fixed the bonus emplacement damage being done to Wehrmacht bunkers
  • Fixed the Commando Section’s Concealment Smoke ability sometimes going on cooldown without triggering smoke effect.
  • Fixed the Designate Defensive Line ability being able to target neutral/environment bunkers.
  • Fixed the Jaeger and Panzerjaeger’s Ambush Tactics passive ability to properly give the +40% accuracy and +25% damage to all attacks and for the first attack as well as the following ones in the 5 second window.
  • Fixed the Matilda Critical Repair ability only activating once.
  • Fixed the Panzergrenadier squad moving to target after Focus Fire ability ends.
  • Fixed the Valentine Command Tank’s Forward Observer Smoke Barrage ability to have projectiles cooldown start correctly.
  • Fixed the vehicle repair icon for self-healing abilities
  • Fixed Wehrmacht bunker weapons tearing down and trying to move when issued attack command out of range
  • GRB-39 from Afrikakorps and Wehrmacht now drop on the ground at the same rate as other special weapons when a squad is wiped out.
  • Infantry section Base of Fire ability now properly triggers only when all the squad is in cover and it affects all squad members.
  • Landmines dealing damage now properly grant experience and kills to the squads responsible for building them.
  • Loiters will no longer chase targets across the map or well outside the circle.
  • Low altitude recon run will now properly reveal camouflaged units.
  • Pioneers, Fallschirmpioneers, Engineers, Assault Engineers, Sappers and Panzerpioneers and Guastatori can no longer defuse their own mines.
  • Player-constructed defenses now show up as ghosts in the fog of war. Spooky.
  • Queued reinforcements provide proper refund if they are cancelled due to instant reinforcement from a medical station.
  • Recrewing a British Forces M1 Pack Howitzer with the Afrikakorps faction will correctly grant you that unit.
  • Special Operations Mark Target airplane time on the field now better matches the actual duration of the ability
  • The Kettenkrad will no longer act erratically when hit by certain weapons.
  • Weapon upgrades are now all properly locked / grayed out if the squad doesn’t have the inventory capacity required to equip them.
  • Weapon upgrades on squads that do not have enough capacity will no longer result in dropping a weapon on the ground. This fixes the issue where Team-Owned weapons laying on the ground have priority over squads when selecting multiple units on screen via a selection box.
  • Observer Overwatch ability can no longer be permanently applied to a sector.
  • Fixed an issue that allowed some vehicles to phase through medium sized environmental objects, like cars, instead of crushing them.
  • Fixed an issue with the 254 Reconnaissance Tractor Off-Map Mortar Barrage also triggering the Smoke Canister ability cooldown.
  • Fixed an issue where converting Scouts to Pathfinders or Artillery Observers while retreating would cancel the retreat order and stop the unit.
  • Fixed an issue where Designate Artillery Overwatch and Designate Defense Line were useable on uncompleted Bunkers.
  • Fixed an issue where overlapping multiple Designate Defensive Line auras would unintentionally stack the damage reduction for units in the area.
  • Fixed an issue where the ownership of the British Forces Field Infirmary and Resource Cache would transfer to teammates when upgrading over a point they originally captured.
  • Fixed an issue where Pack Howitzer and Heavy Mortar formations would have a single soldier wander far away from the squad upon detaching from a towing vehicle.
  • Fixed an issue where the US Forces Demo charge did not display its camouflaged state.
  • Fixed an issue where units could sometimes get stuck when retreating near buildings.
  • Fixed instances where units wouldn’t fire right after vaulting
  • Fixed some abilities getting stuck on cooldown when recasting too quickly (aka spamming)
  • Fixed Team Weapons not retreating correctly after tearing down
  • Fixed the 4X4 Self-Repair ability decorator not properly showing a timer.
  • Mines planted by Panzerpioneers and Guastatori now use the correct model, animation and effects. Mines planted by other units now also use the correct model.
  • Removed the Churchill Crocodile flamethrower bonus damage against bunkers in Single Player.
  • The Ammunition Supply passive description has been updated to reflect that it affects all units
  • The Artillery Radio Beacon minimap range indicator now reflects the updated range when monitored.
  • The Howitzer Free-Fire drills cooldown can no longer be skipped by using the Barrage ability
  • Units will no longer cancel retreating early if their retreat target becomes invalid
  • Improved pathing of engineers – engineers should no longer go to the opposite side of barb wire to cut it.
  • Updated the Unit Command Card to include icons for the Breda Model 30 LMG, GrB Grenade Launcher, Johnson LMG, and MG 15.
  • Added a new Visual Effect on facing order commands, to confirm units received the order.
  • Artillery Radio Beacon now stops receiving bonuses to rate of fire and range as soon as the ability is cancelled.
  • Fixed an issue with burst weapons that allowed to continuously fire outside of range. However, if the burst fire started in range, the unit will keep firing until the initial burst is over but will not initiate another one if the target is outside of range. This affects any unit with burst fire such as:
  • Heavy Machine Guns
  • ¼ -Ton 4×4 Truck
  • 250 Light Carrier Halftrack
  • M29 Weasel
  • Flak Half-Track
  • Several Infantry Weapons
  • Modified the German MG42 Machine Gun Team White Phosphorous ability to have a mandatory reload animation when activated and at the end of its timer.
  • Fixed a glitch that caused Team Weapon’s Reload ability to not animate when used back to back.
  • Modified the generic Team Weapon’s reload ability to also force a reload animation, meaning that it will now interrupt a firing sequence, rather than simply queue the reload instruction.
  • Fallschirmpioneers and PanzerJagers can enter damaged vehicles
  • Fixed an issue with smoke abilities on vehicles.
  • Fixed an issue preventing players from buying certain team weapons (Flak 36, 17 pounders) despite having enough resources.
  • Fixed an exploit allowing players to indefinitely use some bombardment abilities.
  • American Paradropped units now benefit from Infantry Support Center upgrades.
  • (2) Villa Fiore
  • The central villa of Villa Fiore has been updated to reduce the dependence on garrisons and improve movement from HQ to HQ, via the villa itself. Three buildings have been removed, and a fourth replaced with a central mansion that has distinct blindspots. Height gameplay still persists in this area, but is less drastic once the player’s units enter the boundary of the villa itself (any progress up the hill will negate it).
  • Converting an infantry unit no longer makes it lose any collected special weapons.

Performance/Stability

  • Fixed a low chance for the game to crash while hovering over the minimap icon of a squad that is currently in combat.
  • Fixed a memory leak in the reflection system that resulted in the leaking of speech data. Players should see a more stable experience match over match.
  • Fixed a high-rate crash occurring when models would ragdoll.
  • Fixed a high-rate crash occurring when models would ragdoll.
  • Improvements in detecting cases of file corruption and trigger verifications on game installs.
  • Fixed a rare crash that would occur while previewing unit pathing using Tactical Pause.
  • Turning off FSR with antialiasing on doesn’t crash anymore.
  • Improved/Reduced Frame Per Second drops while in a match.
  • Fixed crash when closing prompts from a previous mission.
  • Fixed a crash that occurs in the Italian Campaign recovery bonus objective if the target vehicle is destroyed before the objective begins.
  • Fixed a desync occurring when the AI takes over for a player in a Multiplayer match.
  • Addressed a crash while loading into a 4v4 quick match.
  • Fixed top 3 high-rate crashes.
  • Fixed an issue resulting in FPS losses for some players caused by a bug in how the game is loading/rendering terrain.
  • Fixed a sync error when re-crewing team weapons.

Single Player

General

  • Adjusted a territory point on the urban skirmish map that now enables units to capture in cover. Previously they were automatically pulled out of the capture area because of a lack of cover.
  • Adjusted the Out of Bounds area and Vistas across many maps so the out of bounds areas are less visible.
  • All Unit Production and Research Times in for the Allies is affected. Standard is 15 seconds for infantry and ultralight units. Standard is 10 seconds for upgrades. Build times of the majority of core infantry units reduced to 15 seconds. Upgrade times for individual upgrades reduced to 10. Tech research upgrades reduced to 15. Reduced recharge time on medical crates to 60 from 180 for Dingo and halftrack.
  • Cover added to a unique urban crater which previously provided no cover. Will affect any map it’s present in.
  • Fixed an issue where a kicker would appear on units for a very short moment when in radius of the Valentine’s Armoured Commander aura ability.
  • Fixed an issue where the player’s chosen affector was missing in the post mission debrief screen.
  • Fixed many instances throughout missions where player squads were getting stuck in buildings or other features of the maps. Adjusted the impassable areas and disabled some garrisons in various missions to account for this.
  • Fixed restart not being available when a Skirmish game was loaded from a save.
  • General tool-tip fixes.
  • Removed inaccessible areas of flame from skirmishes played on Pachino Stalemate to improve flow into and out of the central village.
  • Resolved an issue where German bunkers were missing roofs. Too bad for Klaus, he loved stargazing.
  • Saving the game while a squad is paradropping will no longer cause the unit to get stuck in the air upon loading the save.
  • Shortened delay for bonus objectives to start in the Skirmish Battles so they appear closer to the beginning of the match.
  • Tactical pause hint icon no longer overlaps with text.
  • Fixed some hovering strategic points on the Twin Beaches skirmish map. They are now grounded properly.
  • Fixed the Focus Sight ability to correctly update sight and range.
  • Fixed a few buildings that didn’t have Auto-Reinforce set to ‘on’ by default.
  • Adjusted tutorial mission atmosphere to move it more in line with other North African atmosphere settings.

Dynamic Italian Campaign

  • Adjusted firing cone range of campaign map howitzer emplacements to better match the ranges of its bombardment ability.
  • Commander XP is now correctly awarded for off-map abilities.
  • Consistency work done on all Campaign Company’s active ability icons/titles/descriptions in the RTS to better match what was described in the Company unlock page.
  • Enabled the ability to save during our Gela tutorial so players can take additional time to complete it without being reset.
  • Fixed a camera issue in the intro mission Gela where the camera could get locked at one of the map borders.
  • Fixed a rare issue on the campaign map where transport ships could complete the “Assist the damaged destroyer” objective.
  • Fixed an issue that made it difficult to select some of the towns in the Campaign Map.
  • Fixed an issue to prevent emplacements on the campaign map from shooting through mountains.
  • Fixed an issue where British Armored Company Crusader AA tanks would not benefit from suppression when upgraded with the ‘Rapid-Fire’ campaign ability.
  • Fixed an issue where saves sometimes failed to load if the save was made while the American recon aircraft ability was in use.
  • Fixed an issue where the “Repair damaged equipment” objective would be completed during the enemy turn.
  • Fixed an issue where the sniper could use their Medkit ability when uninjured.
  • Fixed an issue where the US Airborne and Spec Ops support ability passives were selectable in the campaign.
  • Fixed Assassinate Baumann target being killable without completing the mission.
  • Fixed attack and load commands not working correctly when issued from a company that was already within another city/town. Units automatically unload from the city and go to attack the enemy.
  • Fixed British Forces owned capture points flying the Wehrmacht flag instead of the British Forces flag in Italy.
  • Fixed detachments dying the moment they are purchased if they were purchased while inside the enemy’s emplacement cone of fire.
  • Fixed excessive fog in the Italian Dynamic Campaign when the camera zooms out while paused.
  • Fixed Partisan capture ability not removing capture resistance pip when used on capture point with just 1 pip while having Valenti Local Relations upgrade.
  • Fixed Partisan Explosives ability not dealing any damage.
  • Fixed stance change being available while having no action points.
  • Fixed the US Airborne company in the campaign being able to requisition the M3 Armored Car before unlocking it.
  • In the Gela tutorial mission, the retreat command for the first objective should no longer fail.
  • Save & Load is now accessible in the Gela & Calabria prologue to the Italy Campaign.
  • Standardized tooltip description and help text for the Company support ability passives.
  • Updating consistency for the Italian campaign map and the Italian campaign map tutorial objective transitions. Voice over and banners now follow a predictable pattern.
  • Updating consistency for the tutorial mission objective transitions. Voice over and banners now follow a predictable pattern.
  • Fixed an issue where recovered Stuarts for the Americans did not have the correct tint or voice lines.
  • Adjusted bunkers to prevent paratroopers from dropping behind them on Monte Cavo map.
  • Fixed stuttering during mission zero intro sequence.
  • Fixed the default save names not changing in different game modes.
  • Fixed an issue with the Anzio Annie Barrage ability not having a cooldown.
  • Fixed damage on bridges with abilities such as bombing or barrages. These abilities now do the intended damage.
  • Fixed cursor showing that incorrectly showed you can attack again when you controlled a naval unit that had already attacked this turn.
  • Fixed FSE that can occur after loading a Calabria tutorial save.
  • Fixed game crashing when loading some save files that had used paradrop.
  • Fixed issue where troops would sometimes walk through Italy after landing from troop transport ability from port.
  • Fixed map atmosphere state not being saved.
  • Fixed Recover Wrecked Vehicle ability range for recovery vehicles.
  • Fixed save overwrite confirmation dialogues not always displaying when making a save with an existing name.
  • Fixed turn soft locking after using naval transport ability on a specific location in the Calabria campaign map tutorial. This only fixes new saves.
  • Fixed the tooltip text to no longer be a blank “Requires: “ when issuing move orders out of bounds on the campaign map.
  • Improved clarity on the ability fail message when trying to cast ability out of range.
  • Addressed the jittery transition from zoomed in to zoomed out states on the Italian Campaign map.
  • Attempting to capture towns no longer deal damage to it prior to doing mission or skirmish.
  • Repainted territory in the Cliff Crossing Skirmish to make sure that the new territory layout has separate sectors for each point.
  • Replaced detachments with emplacements in the Italy population breakdown menu.
  • Adjusted HQ emplacements on the Mountain Ruins skirmish map to ensure there is sufficient space for off-map units to enter the field.
  • Campaign units will no longer overlap when attacking.
  • Company purchase menus can now be closed with escape after being interacted with.
  • Deleted Sandbags in Anzio Defend that were not providing cover correctly.
  • Emplacements that already fired this turn no longer shows as a threat on the movement preview.
  • Fix bombardments not negatively affecting garrisoned enemy units in subsequent missions
  • Fixed a bug causing Companies on the Campaign map to fail to load into transport ships during the transport ability.
  • Fixed a bug where the End Turn button would sometimes not become disabled after activating it.
  • Fixed a Fatal Scar Error in the Winter Line mission that occurs when the player kills bunkers early
  • Fixed a load error during the Calabria tutorial
  • Fixed an issue in Pignataro Maggiore where the British faction didn’t have enough room to build the Company Command Post.
  • Fixed an issue in the Monte Cassino mission where the Hangman’s Hill complete dialogue played twice.
  • Fixed an issue where Saving Private Norton mission could be soft locked by the player destroying their own tank.
  • Fixed an issue where Wehrmacht Mortars recrewed by the British Forces used the wrong portrait
  • Fixed Campaign map missions granting more resources than indicated in the mission rewards indicator.
  • Fixed campaign Map movement animation for infantry and armored companies.
  • Fixed campaign soft locking if a skill menu was opened while attack was in progress.
  • Fixed Companies becoming invulnerable sometimes if retreating when attacked during AI’s turn.
  • Fixed German howitzers sometimes trying to target aircraft .
  • Fixed hospital retreat point always being active on Salerno mission.
  • Fixed issue on River Crossing Airfield where the airfield would sometimes lose track of its aircraft out on missions on save/load.
  • Fixed issues in the garrison for the church near the forward base on the Ortona Defend mission that was causing units to be untargetable and unresponsive.
  • Fixed Campaign map secondary objectives completing by flying a company over the location instead of reaching the location through land.
  • Fixed paradrop on Campaign map being interrupted by autosaves when ending the turn.
  • Fixed ships sometimes overlapping over each other on Italian Campaign Map.
  • Fixed some soft locking occurrences if certain narrative events get triggered during the AI’s turn.
  • Fixed the game sometimes soft locking when Naval Transport ability was used on Anzio.
  • Fixed the targetable state for one of the German Destroyers near Naples.
  • In Anzio, updated the “Prevent HQ from being destroyed ” objective to only start once the gun begins firing.
  • Moved the ML 4.2-inch Heavy Mortar Team 4.2-inch Incendiary Barrage ability to the column 3 row 2 of the abilities card.
  • On Salerno Defend when units are at the bottom or top of the stairs and directed to go down or up, they will follow the stair path instead of jumping down.
  • Planes on the Campaign map will no longer create visual ghosts when exiting the fog of war
  • Prevented Companies from using abilities when garrisoned in a Battleship.
  • Removed a non-functional fuel cache from the soldier storyline.
  • Replaced the SAS unit with a Foot Guards unit in the River Crossing Airfield mission.
  • Territory borders on campaign map no longer flicker when overlapping.
  • Fixed an issue where players could not change Company Support options when starting a mission.
  • Changed the Hold the Line objective to focus on the two capture points beside the Flak 36s. Previously the objective told the player to defend their base.
  • Fixed Companies from getting healed every time a save game is loaded.
  • Fixed Companies getting stuck in Spinazzola if airdropped on the location.
  • Fixed one of the Spec Ops Company’s upgrades reducing cost of Mechanized Support Center’s upgrades instead of Infantry Support Center’s upgrades.
  • Fixed the attack movement preview being visible when trying to attack an enemy target with a company that cannot attack on this turn.
  • Fixed the Medical Half-Track being available before requirements are met.
  • Fixed the Wehrmacht aircraft abilities sometimes ending too early.
  • Reduced the amount of path-blocking rubble near a medical point in Ortona. This change will now enable reinforcements that spawn behind the point to reach the street.
  • Updated the atmosphere on the Enigma Mission.
  • When playing a skirmish, the title now displays the squad Company’s faction name instead of the default assigned faction
  • Foggia Mission
  • Fixed a fatal scar error occurring when the enemy used a strafing run.
  • Fixed an issue where some of the airstrike event notifications had no icon.
  • Fixed the tooltip description of the Valentine II tank.
  • Lowered the attack rate of the Partisan Hub Encircle Target ability, to improve game readability.
  • The Fortified Positions trait now correctly references to emplacements instead of detachments.
  • Updated description for the Special Forces’ Elite Commandos Trait campaign upgrade.
  • Improved resource crates clarity, ensuring all the different crate types feature a portrait and a brief description.

Campaign Companies will no longer offer an option to change battle and mission affectors if there is none available.

North African Operation

  • Improvements in convoy movement and behavior in the Desert Village Ambush mission.
  • Adjusted asset position to prevent blocking garrison doors in the Ajdabiya mission.
  • Fixed a bug in the Ajdabiya mission where the Flak 36 Objective could be completed by driving the truck up without the Flak 36.
  • Fixed an issue causing the title card to play even when the player is not first starting the operation.
  • Moved the enemy spawn locations to prevent them from spawning in view in the Ajdabiya mission.
  • Reviewed UI mission completion and start popups to reduce cases where they appear back-to-back.
  • Added a fail condition to the intro beat of Tobruk, preventing a soft lock.
  • Changed the upgradeable medical strategic point for a default medical point in Ajdabiya, Gazala and Tobruk.
  • Fixed a text issue with Grant tanks during the Tobruk mission.
  • Moved props away from Garrison Doors to allow units to easily exit/enter on the Desert Raid mission.
  • Changed the Ajdabiya scene atmosphere to prevent issues when transitioning between atmospheres.

UI/UX

  • A buff indicator will now appear over the 3-Inch Mortar team when the Zero-In veterancy ability is triggered.
  • Assault Package for the Grenadiers now uses the correct icon when it is in the upgrade queue.
  • Controls profile text now properly aligns in all languages.
  • Fixed a naming issue with the Paratrooper Grenade ability.
  • Fixed a ping message visual effect for friendly players.
  • Fixed a tool-tip issue where the text ‘NOT’ would appear when attempting to build base structures too close to other buildings.
  • Fixed a UI issue where several British tanks did not have portraits or UI when selected during the Desert Raid Mission.
  • Fixed a UI issue with the Panzer Armee auto-build ability.
  • Fixed an issue where the Deutsches Afrikakorps passive Self-Repair used a healing icon rather than a repair icon.
  • Fixed an issue where ability requirement text is sometimes blank.
  • Fixed an issue where Airborne Spirit displayed the wrong buff icon.
  • Fixed an issue where British Heavy Machine Guns and Mortars showed the incorrect mini-map icon.
  • Fixed an issue where the Flak emplacement did not display the text for veterancy awards.
  • Fixed an issue where the Guastatori Demo Charge displayed a placeholder image when selected.
  • Fixed an issue where the M29 Weasel with Towed 57mm Anti-tank call-in tooltip was incorrect and stated the weapon was unmanned.
  • Fixed an issue where the Recovery Half-track’s Salvage and Rapid Advance ability icons overlapped.
  • Fixed an issue where the Stuart Ace was missing its portrait in the victory splash screen.
  • Fixed an issue where the Stuart’s Mark target displayed double requirements.
  • Fixed an issue where Wehrmacht team weapons had incorrect portraits and text when de-crewed.
  • Fixed missing and inconsistent key names in View and Remap Controls tab.
  • Fixed Refresh button in Browse Custom Games Lobby.
  • Fixed the missing portrait on the 25-Pounder.
  • Improved the Command Tanks coordinate ability tooltip.
  • Improved the majority of in-game tips to correct the disparity between functionality and ability. Tooltips now also provide greater clarity across the board.
  • Improved unit production prerequisites not being properly displayed/communicated.
  • Made the Exclusive Control Groups setting enabled by default.
  • Self-Repair and Smoke barrage on the 250 Mortar Half-track no longer overlap with each other.
  • Updated the design for the team-weapon set-up bar.
  • Updated visual style of action bars that appear on the decorator.
  • Players can now toggle the tab navigation on and off from the Settings screen’s Accessibility’s General section.
  • Fixed an issue where LMG Commando Suppressing Fire ability did not display a UI icon when active.
  • Building production buttons now have a toggled state.
  • Changed the message on disconnect notifications to add clarification.
  • Fix a crash that can occur when loading saves from Gela.
  • Fixed a bug that caused dialog messages to get cut off in certain aspect ratios.
  • Fixed a typo in Deutsche Afrikakorps Armored Support Group name.
  • Fixed an issue occurring when a newly created North African Operation save uses the default name of the last completed mission.
  • Improved the tooltip message shown when trying to invite offline players to your party.
  • Replaced the CoH3 Desktop icon to support sizes from 16px to 256px.
  • Fixed an issue where the Night Fighter Resource Point cosmetic did not state which resource point it affects.
  • Fixed an issue that prevented some players to receive new daily or weekly challenges on reset
  • Updated the Co-op vs AI stats to have the most played faction.
  • Disabled Select Map and Game Options buttons during match start countdown.
  • Added additional tooltip for the Airborne Rally ability
  • Added extra tooltips in the Mission and Skirmish results popup
  • Added missing translations for “Turn” and “End” in Campaign for all languages
  • Added SFX to various Minimap buttons
  • Closing chat channels will no longer hide the chat widget
  • Fixed a bug causing inventory to disappear in the Loadout tab
  • Fixed a bug causing the veterancy tier descriptions to be missing for M3 Stuart tank.
  • Fixed a bug causing the wrong icon to appear for Tungsten rounds when upgrading.
  • Fixed a bug that caused a player’s Battlegroups to show blank on the Match Stats screen
  • Fixed a bug where the Panzerpioneers could have multiple versions of the Booby Trap ability.
  • Fixed a bug which had allowed the Panzerjager squad to deploy too early in the Ajdabiya mission.
  • Fixed an issue where in the Load Games page, where campaign saves would sometimes appear in the Skirmish Load menu.
  • Fixed disappearing Company support modifiers on the mission debriefing screen.
  • Fixed UI being disabled when opening chat in screenshot mode.
  • Improved quality of the territory lines on the mini and tactical maps.
  • Match settings are now saved when exiting Custom or Skirmish lobbies.
  • Mod Download notification: changed percent downloaded from float 0-1 to percent 0% – 100%
  • Mod Download notification: fixed progress bar dropping back to zero after download completes
  • Mod Download notification: fixed text “Download in Progress ” to make sense after download completes
  • Mod Download notification: implemented total download size and amount downloaded so far.
  • Removed Rank icons from Skirmish match stats screen.
  • Removed the End Turn button appearing when the mission briefing screen is opened.
  • To help provide further gameplay clarity, there is now a bigger opacity difference between selected and unselected squad decorators
  • Updated Japanese text for readability
  • Updated Minimap capture indicator animations to show the point is being captured.
  • Updated name of performance benchmark map to ‘Benchmark’.
  • Updated the Salerno UI decorator to show it is held by the enemy.
  • Updated UI so that players cannot accidentally end turn while in the recruitment panel.
  • Updated visual style of campaign loyalty rewards button
  • When requesting slot swap in custom games, fixed an issue showing incorrect team number
  • When using the Match Lobby Default Settings button to reset match settings, it now correctly resets as the default settings.
  • Fixed an issue where the Custom Game browse screen prevented players from navigating if there were more than 15 current game lobbies.
  • fixes
  • Fixed alignment of territory lines and icons on the tactical map for rectangular shaped maps.
  • Fixed some messages not appearing when a tutorial is calling the player’s attention to something.
  • Added missing localization for Benghazi and Monte Cavo maps.
  • Added localization for certain tabs in the end game screen.
  • Added localization for Player Profile tooltip.
  • Moved build number from the main menu to the settings menu.
  • Player’s rating will be displayed only after all stats have been loaded.
  • Player Profile web leaderboard links now link to the populated leaderboards.
  • Adjusted Player Profile resolution size so it fits in the screen for all game resolutions.
  • Added localization for Player profile tooltip.
  • Added a tooltip on a disabled button in the pause menu during the Tutorial
  • General tooltip and ability icon fixes.
  • Reviewed negative affectors in campaign skirmishes to display the right color, a description and an icon.
  • Squad count is now displayed even when only 1 unit remains in the squad.
  • Updated icons for side objectives in the objectives pop-up to look consistent with icons in the objectives panel.
  • Using the Afrikakorps ability to recrew team weapons from the medical truck will no longer cause an empty / null squad to be shown in the post-game stats Units tab, as well as in the Replay live stats.
  • When setting up a match, all game mode option selections are transferred over when you change the game mode.
  • Certain elements of the Italian Dynamic Campaign UI are now correctly localized in other languages.
  • Added an Add Friend button in profiles of players that are not in the friend list.
  • The Battle overview UI is no longer visible when quickly switching from hovering on an enemy unit to hovering on a mission space, which previously caused various UI and gameplay issues.

Now that’s one insanely huge patch! For more on Company of Heroes 3, bookmark our game hub for it.

Source: Company of Heroes 

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Alex Co

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Destiny 2 Update 3.19 for Version 7.3.5.1 Deployed This March 12

Bungie has pushed out Destiny 2 update 3.19 (PS5 version 1.114), and this is for patch version 7.3.5.1 that brings a small list of fixes touching activities, gameplay and more. This fix is smaller compared to past updates, which is understandable given we got the big Guardian Games 2024 patch last week.

Destiny 2 Update 3.19 Patch Notes | Destiny 2 Update 1.114 Patch Notes | Destiny 2 Update 7.3.5.1 Patch Notes:

ACTIVITIES 

  • Fixed an issue in Crucible where Glaives were only receiving one round from the Special ammo meter.
  • Fixed an issue where Guardian Games Supremacy and private matches were not using the Crucible sandbox updates.

GAMEPLAY AND INVESTMENT 

  • Fixed an issue where the Aurora Sacrifice armor ornament would cause surrounding environment to glow red when in third-person view.

GENERAL

  • Fixed an issue where Skimmers could jump up the side of walls.
  • Fixed an issue that could cause the game client to crash when performing tricks on Skimmers.
  • Fixed an issue where claiming the Alliance Requisitions bundle from the Seasonal tab was not showing the correct post purchase animation.
  • Fixed an issue where a player’s platform name would appear under Player Details rather than their Bungie Name.
  • Fixed an exploit that could cause crashes for other players in the area.

You should also check out this week’s reset of activities and Eververse items to see what’s new.

Source: Bungie

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Alex Co

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Diablo 4 Update 1.38 for Version 1.3.4 Brings Various Fixes This March 12

Blizzard Entertainment has released Diablo 4 update 1.38 (PS5 version 1.038), which is for build version 1.3.4. This ushers in a host of bug fixes for the game’s Season of Construct, dungeons, UI/UX and more.

Diablo 4 Update 1.38 Patch Notes for March 12:

PS5 Update Version 1.038 | Build Version 1.3.4

BUG FIXES

Accessibility

  • Fixed an issue where the Screen Reader did not read out the View button when opening the Trials menu.
  • Fixed an issue where the Screen Reader did not announce all the information in the Trials menu unless the player was in World Tier IV.
  • Fixed an issue where the Screen Reader did not announce the Party Entry Trials and Weekly Result menus.
  • Fixed an issue where the Screen Reader did not read options in drop-down menus in various instances.
  • Fixed an issue where the Screen Reader did not announce available points in the Skill Tree.

Season of the Construct

  • Fixed an issue where the Seneschal was considered a minion, which made the Sacrificial Glyph unusable.
  • Fixed an issue where the Next Rank description for the Seneschal ability Burning Support was inaccurate.
  • Fixed an issue where the barrier granted by the Seneschal ability Protect did not trigger the damage bonus from the Conceited Aspect.
  • Fixed an issue where Malphas’ Meteor could still deal damage players after his defeat.
  • Fixed an issue where the Lapidarist Proficient objective could not be completed. The objective can now also gain progress from acquiring Murmuring Caches in addition to Uncertain Stone Caches.
  • Fixed an issue Seneschal Stone Caches couldn’t be crafted when only the Duration Support stone was left to get to max level.

Gameplay

  • Fixed an issue where equipping multiple instances of the Aspect of the Moonrise would only use the first instance equipped, instead of using the strongest version equipped.
  • Fixed an issue where the Gauntlet Play Again button did not take the player to a new instance of the same Dungeon.
  • Fixed an issue where a Nightmare Dungeon could be reset by using a Nightmare Sigil while inside the Dungeon. Nightmare Sigils can no longer be used while inside an active Nightmare Dungeon.
  • Fixed an issue where Tortured Gifts in Helltide could not drop at least one Equipment.

Dungeons

  • Fixed an issue where the Tomb Lord boss in the Carrion Fields would not re-appear if the player left the boss arena immediately after placing the last statue.
  • Fixed an issue where Spider Caller monsters could sometimes not spawn in the Sirocco Caverns, which would block progression.
  • Fixed an issue where an insufficient amount of Animus Carriers could fail to spawn in the Dark Ravine, blocking progression.
  • Fixed an issue where the Gauntlet could be re-entered after leaving via a Scroll of Escape.

User Interface and User Experience

  • Fixed an issue where Season Journey objectives would not display as completed when applicable.
  • Fixed an issue where swapping between menus and the world map while in a Vault could cause the map to erroneously default to the Gatehall map.
  • Fixed an issue where Hall of Ancients records did not denote if a character is playing on Hardcore difficulty.
  • Fixed an issue where there was no Dungeon exit icon on the map or mini-map in Gauntlet dungeons.
  • Fixed an issue where the Butcher’s barrier would not show as being depleted.
  • Fixed an issue where filtering the leaderboard to All Platforms did not include PC entries.
  • Fixed an issue where the map icon for Pillars of Glory would only be visible when in close proximity to it.

Miscellaneous

  • Fixed an issue where the Visual effect of Meteor did not match the damage radius of the ability.
  • Fixed an issue where the arrows fired from Rogue’s Volley could appear invisible.
  • Various performance, visual, and stability improvements.

To keep tabs on the latest Diablo 4 update, bookmark this page.

Source: Blizzard

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Alex Co

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New Destiny 2 Weekly Reset March 12, 2024 and Eververse Inventory

As Xur departs from Destiny until next Friday, a new set of weekly activities and Eververse offerings have arrived to keep players occupied. The new Destiny 2 weekly reset March 12, 2024 refresh of activities is now live, fully detailed below along with the new Eververse inventory.

New Destiny 2 Weekly Reset March 12, 2024 and Eververse Inventory:

The highlights of this week’s update are:

  • Guardian Games continues
  • Nightfall: Lake of Shadows
  • Weekly Playlists: Supremacy & Elimination
  • Raid: Garden of Salvation
  • Dungeon: Spire of the Watcher
  • Mission: Seraph Shield

That’s all for this week’s Destiny 2 update. Stay tuned for our Xur and Trials of Osiris posts on Friday.

(Thanks again, /r/DestinyTheGame!)

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Salman Haider Zaidi

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Battlefield 2042 Season 7 New Maps, Weapons and More Info Blow Out

DICE is all set to deploy the latest season of Battlefield 2042 this month, as the studio has finally confirmed that BF2042 Season 7: Turning Point will launch this March 19! Players can expect a slew of new weapons, two new maps, and gameplay refinements to be part of the overall download.

Note that some of the new items won’t be available on March 19, but will be released as a mid-season update.

Battlefield 2042 Season 7 New Content and Overview:

NEW MAPS:

Haven – Brings players to a town in the middle of the scorching Atacama Desert called “El Alicanto.” Haven is an urban warfare-focused map with door-to-door combat zones. Haven has been described as a “labor of love” by the dev team and draws inspiration from some of the Battlefield franchise’s most beloved maps including Arica Harbor, Strike at Karkand and Amiens.

Stadium – Arriving mid-season, Stadium is an infantry-only, close-quarters level that was once part of the Hourglass map.

NEW WEAPONS:

AK 5C Assault Rifle – The rifle offers an excellent balance of firepower and accuracy, making it the perfect partner for close-quarters combat.

SCZ-3 Submachine Gun – This SMG is a devastating option for close-quarters combat that stings, especially when equipped with a drum magazine to increase time between reloading.

DFR Strife Light Machine Gun (debuting later in the season) – Get the best of both worlds with this LMG, as it’s compatible with belt-fed ammo to offer an LMG’s magazine size and suppressive quality while retaining the mobility of an assault rifle.

Predator SRAW – A wire-guided missile designed to disable and eliminate both land and air vehicles

New Vehicle:

XFAD-4 Draugr – Arriving later this season, the Dragugr is a cutting-edge aerial bomber that features precision-guided ordinance, including EMP bombs and radar-guided missiles.

Expected Gameplay Improvements in Season 7:

While the complete patch notes won’t be available until a later date, DICE has outlined the major improvements incoming this season.

  • Weapon recoil improvements and animations across all platforms
  • New enhancements to the deploy screen to make it more streamlined

Stay tuned for more coverage of Battlefield 2042 Season 7 on MP1st!

More Battlefield Reading:

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Alex Co

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Dead by Daylight Update 7.6.0 “All Things Wicked” for Version 3.09 Now Out

Behaviour Interactive has released Dead by Daylight update 7.6.0 (PS4 update version 3.09, PS5 version 7.600.001), which is called “All Things Wicked.” This brings a new Killer in The Unknown, a new Survivor in Sable Ward, a new map and loads of gameplay changes. Read on for the complete patch notes for Dead by Daylight’s latest update below.

Dead by Daylight Update 7.6.0 Patch Notes for March 12:

PS4 version 3.09 | PS5 version 7.600.001

Content

New Killer – The Unknown

Killer Power

Press the Power button to charge UVX. Once ready, press the Attack button to launch UVX, a bouncing Projectile which creates a Blast Area upon impact. Survivors become Hindered if touched by UVX while airborne. Survivors touching the Blast Area become Weakened. Weakened Survivors lose health states if touched by Blast Area. Survivors lose Weakened by successfully Staring Down The Unknown.

Special Ability: Hallucinations

The Unknown will intermittently creates up to 4 Hallucinations. Hallucinations cannot be created while charging UVX, performing interactions, or in proximity to map objects like Hooks. Whenever Survivors are touched by Blast Area or otherwise become Weakened, the next Hallucination’s spawn time decreases by 10 seconds.

Special Ability: Teleport

The Unknown can teleport to Hallucinations, leaving behind a temporary Decoy. Survivors can remove Hallucinations from the Trial with the Dispel ability. Weakened Survivors take longer to Dispel. If Dispel is not completed, Survivors become Weakened and trigger Killer Instinct.

Perks

  • Unbound
  • This perk activates for 24/27/30 seconds after a Survivor becomes injured by any means.
  • After vaulting a window, you gain 5% Haste for 10 seconds. This effect cannot stack with itself.
  • Unforeseen
  • When you perform the Break action on a Generator, your Terror Radius transfers to the Generator for 22/26/30 seconds and its radius is set to 32/32/32 meters.
  • You gain Undetectable for that duration.
  • Then, this Perk goes on cooldown for 30/30/30 seconds.
  • Undone
  • When a Survivor misses a healing or repair Skill Check, gain 3 Tokens, up to a maximum of 18/24/30 Tokens.
  • When you perform the Break action on a Generator, if you have any Tokens, consume all of them. For each Token consumed, the Generator loses 1% total progress and then becomes blocked for 1 second.
  • Then, once the Generator is unblocked, it starts regressing.
  • This Perk goes on cooldown for 60 seconds.

New Survivor – Sable Ward

Perks

  • Invocation: Weaving Spiders
  • When in the Basement near the circle, press the ability button 1 to begin the Invocation.
  • Invocations take 120 seconds. Other Survivors will see your aura during this and can join an ongoing interaction, increasing speed by 50% each. If they have an Invocation Perk equipped, they increase it by 100% instead.
  • Once the Invocation is completed:
  • You become injured and Broken for the rest of the Trial.
  • Reduce the max required Generator progress of all remaining Generators by 8/9/10 charges (same effect as “Brand New Part”).
  • Completing the Invocation disables that Perk for all Survivors.
  • Strength in Shadows
  • When in the basement, this Perk activates.
  • Unlocks the Strength in Shadows ability, which allows you to heal without a med-kit at 70/70/70% normal healing speed.
  • When you finish a heal in the basement, you see the Killer’s aura for 6/8/10 seconds.
  • Wicked
  • Your self-unhook attempts in the basement always succeed.
  • When you are unhooked or unhook yourself, you see the Killer’s aura for 16/18/20 seconds.

New Map – Greenville Square

A new section of the Withered Isle has opened up to the players. The Greenville Square is a very different environment from what was previously seen from that Realm. It features a brand new set of tiles, including a new main building, The Theater. Make sure to explore all its layers! Look out for the Statue where two familiar friends would meet up and leave their mark. What does it mean and where will it bring us next? No one ever came back to tell us.

PatchNotesDividerSmolWhite.png

Mangled Update

Mangled up until now has required Survivors to heal in order to remove the effect, while also slowing down healing speeds. To create more meaningful player choice, we’ll be adding a timer to every source of Mangled in the game, allowing players to choose to heal through it, or wait it out.

Affected Perks

  • Blood Echo
  • Sloppy Butcher
  • Scourge Hook: Gift of Pain
  • Vigil

Affected Addons

  • Defaced Smiley Pin (Legion)
  • Diagnostic Tool (Singularity)
  • Rusted Spike (Deathslinger)
  • Begrimed Chains (Hillbilly)
  • Blind Warrior – White (Wraith)
  • Broken Hilt (Knight)
  • Fragile Wheeze (Nurse)
  • Grissly Chains (Cannibal)
  • Honey Locust Thorn (Deathslinger)
  • Cain’s Helmet (Xenomorph)
  • Powdered Glass (Skull Merchant)
  • Rusted Jaws (Trapper)
  • Rusty Attachments (Pig)
  • Unity Blades (Pig)
  • Rusty Head (Huntress)
  • Sulphuric Acid Vial (Clown)
  • Thorny Nest (Artist)
  • Begrimed Head (Huntress)
  • Straight Razor (Good Guy)
  • Tilling Blade (Dredge)
  • Cat Block (Nightmare)
  • Z Block (Nightmare)
  • Crimson Ceremony Block (Executioner)
PatchNotesDividerSmolWhite.png

Killer Updates

The Blight

Add-Ons

  • Compound Thirty-Three:
  • Rush cannot be performed more than 3 times (was 2).
  • Increases Rush turn rate by 33%.
  • Increases Rush duration by 33%.

The Clown

Basekit

  • Increased Afterpiece Antidote duration to 6 seconds (was 5).
  • Decreased Afterpiece Antidote activation delay to 2 seconds (was 2.5).
  • Increased number of bottle to 6 (was 4).
  • Decreased the visual effect intensity when a Survivor is affected by the Afterpiece Tonic.

Add-Ons

  • Redhead’s Pinky Finger:
  • Direct hits by a bottle of Afterpiece Tonic inflict Exposed until Intoxication ends.
  • Sets maximum number of carried bottles to 1 (new functionality).

The Demogorgon

Basekit

  • Decreased Shred successful hit cooldown to 2.7 seconds (was 3).
  • Decreased Shred pallet break cooldown to 1.8 seconds (was 2).

Add-Ons

  • Black Heart:
  • Decreases Shred hit cooldown by 10% (was 15%).
  • Barb’s Glasses:
  • Decreases Shred pallet break cooldown by 10% (was 15%).

The Doctor

Basekit

  • Increased Shock Therapy range to 12 meters (was 10.7).
  • Decrease Shock Therapy detonation delay to 0.8 seconds (was 1).

Add-Ons

  • “Discipline” – Class III:
  • Decreases the detonation delay of Shock Therapy by 15% (was 20%).
  • “Discipline” – Carter’s Notes:
  • Decreases the detonation delay of Shock Therapy by 20% (was 30%).

The Hag

Basekit

  • Increased Phantasm Trap teleport range to 48 meters (was 40).
  • Decreased Phantasm Trap setting time to 0.9 seconds (was 1).
  • Increased triggered Phantasm Trap duration to 6 seconds (was 5).
  • Decreased Phantasm Trap trigger range to 2.7 meters (was 3).
  • Increased the time it takes to wipe away traps to 4 seconds (was 3.5).

Add-Ons

  • Bloodied Mud:
  • Decreases Phantasm Trap trigger range by 30% (was “Increases”).
  • Bloodied Water:
  • Decreases Phantasm Trap trigger range by 20% (was “Increases”).
  • Bog Water:
  • Decreases Phantasm Trap trigger range by 10% (was “Increases”).
  • Cracked Turtle Egg:
  • Increases triggered Phantasm Trap duration by 20% (was 55%).
  • Cypress Necklet:
  • Increases Phantasm Trap setting speed by 15% (was 20%).
  • Dead Fly Mud:
  • Increases teleportation range by 10% (was 20%).
  • Dragonfly Wings:
  • Increases teleportation range by 12.5% (was 25%).
  • Dried Cicada:
  • Increases teleportation range by 15% (was 30%).
  • Half Eggshell:
  • Increases triggered Phantasm Trap duration by 15% (was 45%).
  • Powdered Eggshell:
  • Increases triggered Phantasm Trap duration by 10% (was 25%).
  • Rope Necklet:
  • Increases Phantasm Trap setting speed by 10% (was 15%).
  • Swamp Orchid Necklet:
  • Increases Phantasm Trap setting speed by 20% (was 25%).

The Huntress

Basekit

  • Increased Hatchet count to 7 (was 5).
  • Decreased The Huntress’ Hatchet wind up speed to 0.9 seconds (was 1).

The Pig

Basekit

  • Increased Ambush attack duration to 2.3 seconds (was 2).
  • Decreased Ambush attack successful hit cooldown to 2.7 seconds (was 3).
  • Decreased Ambush attack miss cooldown to 1.5 seconds (was 2).
  • Increased The Pig’s movement speed while crouched to 3.8 m/s (was 3.6).
  • Decreased the time it takes for The Pig to crouch to 1 second (was 1.3).
  • Removed The Pig’s ability to see Jigsaw Boxes.
  • Increased the amount of Bloodpoints earned for Ambush Dash hits to 850 BP (was 500).
  • Increased the amount of Bloodpoints earned for setting a Reverse Bear Trap to 1000 BP (was 500).

Add-Ons

  • Combat Straps:
  • Increases crouching and uncrouching speed by 10% (was 30%).
  • Shattered Syringe:
  • Decreases Ambush attack miss cooldown by 10% (was 25%).
  • Workshop Grease:
  • Increases Ambush attack charge speed by 50%.
  • Decreases Ambush attack miss cooldown by 10% (was 25%).
  • Amanda’s Secret:
  • Gain a notification when a Survivor removes a Reverse Bear Trap.
  • Auras of Survivors removing a Reverse Bear Trap are revealed to you for 6 seconds.
  • Disables your ability to see the Auras of Jigsaw Boxes. (removed functionality as it is now basekit).

Archives & Events

  • The Blood Moon event begins March 18th at 11:00 am ET.
  • The Blood Moon event tome also opens March 18th at 11:00 am ET.
PatchNotesDivider.png

Features

Bloodweb Improvements

  • The auto-purchase center node gets unlocked for all Characters after at least one of them have been Prestiged.
  • Level up pop-ups can be skipped by pressing: Controller’s A button, mouse’s left button, any keyboard key
  • Added loading wheel animation when data is being loaded.

Loadout and Perks

  • Selecting an empty Perk slot will no longer reset to the first page of Perks.
  • Perks can now be searched with certain keywords and short-forms.

Locked Outfit Discount Tag Removal

For outfits that cannot have its pieces purchased individually, a discount tag will no longer be shown for buying the entire set.

PatchNotesDivider.png

Bug Fixes

Archives

  • Fixed an issue where the Ailing Annihilator Challenge failed to gain progress when playing as The Clown and downing a Survivor affected by the Afterpiece Antidote.
  • Fixed an issue where the Ailing Annihilator Challenge would unintentionally gain progress by the Killer’s Perk(s) if they applied a Perk effect, but not a Status Effect.
  • Fixed an issue where the Ailing Annihilator Challenge failed to gain progress when playing as The Twins and using Victor Pounce ability.
  • Fixed an issue where the Ailing Annihilator Challenge failed to gain progress after grabbing a Survivor from inside a locker when playing as The Dredge.
  • Fixed an issue where the Ailing Annihilator Challenge failed to gain progress if a Survivor fell into the dying state after failing to mend their Deep Wound Status Effect.
  • Fixed an issue where bots could unintentionally provide progression toward the player’s active Challenge(s).
  • Fixed an issue where the Core Memory fragments could spawn in the ground in the Mount Ormond Realm.

Audio

  • Fixed an issue that caused Kate’s Composer Pyjamas Outfit to have the wrong music playing in the lobby.
  • Fixed an issue that caused The Blight’s Wandering Cat Outfit to have the default SFX.
  • Fixed an issue that caused The Blight’s Wandering Cat Outfit to have the wrong music playing in the lobby.
  • Fixed an issue that caused Yun-Jin’s Record-Breaking Sneakers to play the High Heels SFX.
  • Fixed an issue that caused a spatialization issue with the Artist’s Dire Crow Power.
  • Fixed an issue that caused Invocation: Weaving Spiders sound to restart when Survivor interrupt a co-op Invocation action.
  • Fixed an issue that caused The Wraith’s cloak transition sound effect to be global instead of 40m.
  • Fixed an issue that caused the sound to stutter when switching left and right quickly from pod to pod as The Singularity.

Bots

  • Nemesis Zombies now turn around when walking into an obstacle at an indirect angle.
  • Nemesis Zombies now correctly walk around a specific Vault Frame in The Underground Complex.
  • Bots no longer get stuck near the Exit Gate while trying to escape The Underground Complex.
  • Bots now try to run past the Killer when trapped in a dead end.
  • Bots now replace Survivors who were kicked for cheating.

Characters

  • Fixed an issue where The Oni’s ceremonial blade was facing the wrong direction.
  • Fixed an issue where The Huntress’s hatchet throw animation no longer misaligns with the thrown hatchet’s trajectory.
  • Fixed an issue that caused The Oni’s Demon Dash and Demon Strike animation to play at a slower rate.
  • Fixed an issue that caused The Legion in Feral Frenzy, when Blinded by a Survivor, to not play the cooldown animation.
  • Fixed an issue that caused The Knight to teleport by performing interactions from far away using Guardia Compagnia.
  • Fixed an issue that caused Survivors to get stuck in the locker when opened at the same time one of The Knight’s Guards searched it.
  • Fixed an issue that caused The Onryo’s Ring Drawing Add-On to give Survivors an extra Condemned stack when they heal something while they are holding a VHS Tape.
  • Fixed an issue that caused The Hillbilly’s Overdrive cooldown movement speed not to be decreased.

Environment/Maps

  • Fixed an issue in Lery’s Hospital where two basements would spawn.
  • Fixed an issue in Dead Dawg Saloon where Victor can reach an area unreachable to Survivors.
  • Fixed an issue in the Temple Of Purgation where an asset would block the navigation of players.
  • Fixed multiple issues related to the placement of the salt circle that appears with the Perk Invocation: Weaving Spiders.
  • Fixed multiple issues where the traps of The Trappers can be hidden under ground assets.
  • Fixed an issue in Lery’s Hospital where The Nurse could blink through the ceiling.
  • Fixed an issue in Mount Ormond Resort where a Hook would not appear properly in the main building.

Perks

  • Fixed an issue that caused the aura of Entity blocked Generators not to fade when in close proximity to the Generator with the Visionary Perk equipped.
  • Fixed an issue that caused the Deja Vu Perk not to reveal Generator auras affected by the Trail of Torment Perk.
  • Fixed an issue that caused the Reactive Healing Perk to fully heal the player when a locker interrupt occurs.

UI

  • Fixed an issue where the active state of the tab in the player profile is not resetting properly.
  • Fixed an issue where the player profile is displayed on the offering screen.
  • Fixed not being able to open Options and Daily Rituals during the last 5 seconds before the Trial starts.
  • Fixed an issue where some player cards do not appear in the search results.
  • Fixed a potential crash in the main menu when entering Killer lobby on PS4/PS5.
  • Chapter packs are now shown with their official names.
  • Discount tags are no longer showed on Outfits that can not be purchased.
  • Black bars no longer appear on the sides of the screen when transitioning out of multiple menus.
  • Survivor status icon now displays the correct status on the tally screen if a Survivor is sacrificed and the Killer disconnects.
  • Fixed an issue which would cause a freeze in the event menu store, when trying to buy an owned cosmetic.
  • Fixed the visual state of the disabled Killer selection button in the online Killer lobby.

Misc.

  • Survivor loadouts now save correctly if the game is closed after completing a Challenge.
  • Fixed an issue that caused Survivors to be able to continue repairing a Generator if that Generator exploded while the last Generator required to escape the match was repaired.
PatchNotesDivider.png

Known Issues

  • The Unknown’s DLC exclusive cosmetic is currently not granted when purchasing the All Things Wicked Chapter (fixed in 7.6.1 Hotfix).
  • Due to an issue causing Charlotte to be hindered in her navigation, The Twins will be kill switched until a future update.

This is one gigantic patch! Once a new one is released, we’ll be sure to let our readers know. Stay tuned to our Dead by Daylight articles by bookmarking this page.

Source: Behaviour Forums

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Mount & Blade 2: Bannerlord Update 1.17 Rides Out for v1.2.8 and v1.2.9 This March 12

Talesworlds Entertainment has pushed out Mount & Blade 2: Bannerlord update 1.17 on consoles, and this is for version 1.2.8 and v1.2.9 both rolled into this one patch. PC players got this patch a month ago, and console players are getting it today, but the fixes are the same for the most part.

Mount & Blade 2: Bannerlord Update 1.17 Patch Notes for March 12:

v1.2.8

Singleplayer
Crashes
  • Fixed a crash that occurred when hovering on the settlement overlay tooltip while leaving the settlement.
  • Fixed a crash that occurred when the mercenary player became a vassal of the same kingdom.
  • Fixed a crash that occurred when a caravan or villager party tried to donate/sell hero prisoners.
  • Fixed a crash that occurred when closing the game.
  • Fixed a crash that occurred when trying to skip the initial video.
Multiplayer
Crashes
  • Fixed a crash that occurred when clicking the lobby Clan button using the GOG build.
Both
Fixes
  • Fixed a bug that caused high FPS to reduce the turn speed of mounted troops with couched lances.
Modding
  • Fixed a bug that prevented C# side assertions from showing up in the Modding Kit.

v1.2.9

Singleplayer
Crashes
  • Fixed a crash that occurred when viewing formation markers in missions (holding Alt/LT).
  • Fixed a crash that occurred when trying to finish the Lord Needs Horses quest by entering a settlement and talking to a guard.
  • Fixed a crash that occurred when entering civilian mission scenes (town, village, tavern, arena, etc).
  • Fixed a crash that occurred when trying to attack a neutral faction village or caravan party while being a mercenary.
  • Fixed a crash that occurred when starting a barter in a map conversation.
  • Fixed a crash that occurred at startup when using mods.
  • Fixed a crash that occurred when leaving the Campaign Options menu.
  • Fixed a crash that occurred when a unit encountered an enemy in battle with a couched lance or a braced spear.
  • Fixed a crash that occurred while creating tooltips.
  • Fixed a crash that occurred when a unit with throwables and no melee or ranged weapons picked up a throwable of the same kind from the ground.
  • Fixed a crash that occurred on battle start if the player agent didn’t spawn before the Order of Battle window was activated.
  • Fixed a crash that occurred when the charge order was given during the siege deployment phase.
  • Fixed a crash that occurred while using the column formation in siege battles.
  • Fixed a crash that occurred when giving orders while having no formation selected during the Order of Battle phase.
  • Fixed a crash that occurred after a peace declaration due to incorrectly updated menus.
  • Fixed a crash that occurred due to invalid dead heroes in some saves.
  • Fixed a crash that occurred when a siege engine was destroyed in the mission.
  • Fixed a crash that occurred due to adding the daughter as a companion in the Notable Wants Daughter Found quest.
  • Fixed a crash that occurred when two quests used the same hideout.
  • Fixed a crash that occurred when leaving a kingdom while there was an active Prodigal Son quest.
  • Fixed a crash that occurred when a rebellion started in a kingdom`s last settlement.
Fixes
  • Fixed a bug that caused the input visuals to flicker when hovering near the upgrade/recruit buttons while using a gamepad.
  • Fixed a bug that caused parties to constantly change their minds and move between two targets.
  • Fixed a bug that prevented the ranged troops from manning the walls in defensive sieges.
Multiplayer
Crashes
  • Fixed a crash that occurred during matchmaking games.
  • Fixed a crash that occurred when clicking the clan button in the lobby on GOG.
  • Fixed a crash that occurred in the lobby if the client had a slow internet connection.
  • Fixed a crash that occurred in the lobby when attempting to exit the game from the mission or character editor.
  • Fixed a crash that occurred when the intro video ended.
Fixes
  • Fixed a bug that prevented the disable_map_voting and disable_culture_voting config options from working on custom servers.
  • Fixed a bug that prevented the match history, favorite servers and taunt slots from being saved/loaded correctly.
  • Fixed a bug that caused leave punishments on matchmaking games to be applied twice.
  • Fixed a bug that prevented MMR score loss when leaving the match while your team was winning.
  • Fixed a bug that caused the UI to freeze after the end of a match.
  • Fixed a bug that caused the clan leaderboard list to show as empty.
Changes
  • Introduced friendly and reflective damage on official custom game modes (Siege, Team Deathmatch and Battle).
    • Friendly damage – 25% of the delivered damage.
    • Reflective damage – 50% of the delivered damage.
  • Re-enabled punishments for dodging/leaving matchmaking games.
  • Enabled team balancing on official Team Deathmatch.
  • Changed the date format displayed on the Lobby news.
Both
Crashes
  • Fixed a crash that occurred on startup due to faulty or corrupted brush, font, language and spritesheet files.
  • Fixed a crash that occurred when using a gamepad while setting a keyboard hotkey in the Options Menu from a mission scene.
  • Fixed a crash that occurred when exiting the game.

Once a new patch is out, we’ll let our readers know. You can keep tabs on our Bannerlord stories right here.

Source: Talesworlds Forums (1, 2)

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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theHunter: Call of the Wild Update 1.81 Out for the Pistol Packin’ Patch This March 12

Expansive Worlds has released theHunter: Call of the Wild update 1.81 and this is for the “Pistol Packin” patch and the High Caliber Weapon Pack content. In this new update, you can expect to get three new powerful weapons as well as five more unique cosmetics. Additional bug fixes are also a part of this big new patch. Check out the official details below.

theHunter: Call of the Wild Update 1.81 Patch Notes | theHunter: COTW Pistol Packin’ Update Patch Notes:

What’s included:

  • Arzyna .300 Mag Tactical – The Arzyna .300 Mag Tactical offers stellar performance for both the hunter and marksman. Melding the flexibility of the AR platform with the long-range power of the .300 Magnum, it sets new standards in hunting and precision shooting.
  • .45-70 Jernberg Superior – The Jernberg Superior stands as the go-to rifle for sharpshooters and hunters alike thanks to its powerful single-shot, break-action design. Firing impressive .45-70 caliber rounds, and catering to custom needs with its adaptable scope mount, it’s more than a simple tool — it’s a testament to fine craftsmanship and precision.
  • Strandberg 10SA Executive – Whether you’re stalking prey in wetlands or participating in competitive shooting, the Strandberg 10GA Semi-Automatic Shotgun ensures unparalleled performance and reliability — every time.
  • 5 New Cosmetics: This pack also includes a sleek mix of exclusive Material and Camo cosmetics that can be applied to selected weaponry and gear in combination with other cosmetics in your inventory.

ADDING AN AUSSIE FLAIR

Also available today, amplify your aesthetic choices with the Emerald Coast Cosmetic Pack! This premium pack includes a collection of fresh new weapon paints, sprays, camos, materials, and a special premium wrap – all inspired by the stunning beauty of the Emerald Coast Australia reserve. Available on all platforms for $2.99.

SAY HELLO TO ROBBO THE ROO

We’ve partnered with Makeship to bring this silly little kangaroo from Emerald Coast to life 🦘 Adorned with brilliant red gloves and a fully accessible pocket on the front, it’s the perfect thing to add to your stuffed animal collection. Visit Makeship’s website for more information and secure your own Robbo the Roo plushie!

FREE PISTOL PACKIN’ UPDATE: PATCH NOTES

And that’s not all! The latest free update for theHunter: Call of the Wild is also now available to all players. Let’s take a look at the details!

New Features, Improvements & Updates

  • We’ve speeded up the reloading animations for all Revolvers by adding Speedloaders to the game.
    • Developer’s Note: This change affects all the Revolvers in the game which could utilize Speedloaders. This excludes the .45 Rolleston for obvious reasons 😉
  • Binoculars and Rangefinders can now be customized by applying cosmetic items to them.
  • FOCOSO 357 has been visually reworked from scratch.
  • Double-action revolvers now function realistically, cocking when aimed for single-action firing, but also allowing for rapid double-action shooting without waiting for the hammer to be cocked.
    • Developer’s Note: The affected Revolvers are Rhino 454, Sundberg 454, and the Mangiafico 410 / 45 Colt on its 3 variations (Flat Black, Muertos, Polished Steel).
  • We’ve standardized our Animals Classes and in doing so we shifted some animals around to make the experience more consistent and predictable.

  • Due to the Animal Class changes, we’ve also updated general Class Icons too.
    • Developer’s Note: We now have a new icon for Class 4 – Whitetail deer. The Class 4 Boar has been moved to Class 5. Wolf is now the new Class 6. The old icon for Class 6 Reindeer is no longer present.

  • We’ve updated the Black Bears drinking schedule. They will now look for water in the early morning, rather than the middle of the night.
    • Developer’s Note: This time we opted to not reset the Black Bear populations, so only the bears that are spawned after the update will have the new drinking schedule. Existing bears will keep their old schedules.
  • PC Players can now use a new option in the multiplayer menu to show or hide Hosted Games that have no available spots by toggling Show Full Hosts button.
  • There is now a button for PC and PlayStation Players to manually refresh the Multiplayer Host list.
  • Players will now be informed of what knocked them out when respawning.
  • We’ve updated the weight for all the Tritium Sights: Before, these scopes weighed: 0.5 Now: 0.
    • Developer’s Note: Now there is no excuse not to have your Tritium Sights in your pocket!
  • Ground blinds and bigger hunting structures can now hold 2 players in Multiplayer.
  • Store images for Binoculars and Rangefinder have been updated.
  • We’ve added a codex entry for Hide all animal clues.
  • An option to show/hide the button prompts has been added.
    • Developer’s Note: It can be found under Settings > Interface > HUD.
  • “Spray” Customizable item from both the “New Year 2024” event and the “Lunar New Year 2024” event were originally missing. Users who claimed those Customization packs when they were available should have these Customization items automatically added to their available Customization items.
  • 2 new Spray cosmetics will be available for players who claimed the New Year 2024 and Lunar New Year 2024 cosmetic packs during the events available in January and February.
    • Developer’s Note: A pesky bug held back the sprays from unlocking before, but after patching up the game, they’re good to go. Players who claimed the New Year pack will now get access to New Year Sky Spray. Those who unlocked content from the Lunar New Year pack will get the Lunar New Year Paint Brush Spray.

BUG FIXES 

GAMEPLAY

  • We’ve addressed an issue that caused a number of weapons to not shoot accurately. This affected several scopes and depending on the weapon that was equipped, the misalignment was different.
  • We’ve fixed an issue with the Grelck Drilling Rifle, where switching between shotgun ammo changed the iron sight to the rifle sight.
  • Driving into a dog at full speed will no longer make the ATV fly and flip.
    • Developer’s Note: Please be nice to your hunting dogs and leave ATV stunts to professionals.
  • Active scent eliminators will now properly expire if the player sleeps for longer than they have left on their duration.
  • The default zeroing of the Andersson handguns (i.e. when not using the zeroing perk) has been set to 50m similar to other weapons.
  • The Rolleston and Cuomo handguns will now correctly automatically reload after being hip-fired.
  • Firing a shot with the Tsurugi and then switching to another weapon will now cause the new weapon to correctly show up instead of the Tsurugi.
  • An issue with zeroing at max range with the .223 and .270 rifles has been fixed.
  • We’ve addressed an issue when the player would become unable to swap ammo and scopes in the Weapon Wheel after doing it often in a single play session.
  • Changing scopes on the Grelck Drilling Rifle from the Weapon Wheel, and then choosing a different item to use will not stop the new item from being equipped anymore.
  • We’ve realigned the Grelck Drilling Rifle iron sight and scope to fix an additional accuracy issue.
  • We’ve fixed an accuracy issue with the Grelck Drilling Rifle when zeroing at 100m and 150m.
  • We’ve adjusted the threat generated by the Retriever Dog while retrieving.
  • Players can finally pet the Retriever Dog in the Layton Lake Trophy Cabin!
  • We’ve fixed an issue with the Bloodhound, where it would move extremely slowly after interacting with a blood clue.
  • Now the correct ATV will spawn when using the keyboard.
  • Bobcat and Mexican Bobcat have had their weights adjusted to be more accurate – from 6.4 to 18 kg.
  • We’ve resolved a problem where harvests couldn’t be picked up by any player if someone left and came back to a multiplayer session with Honoring ON.
  • Old trophies collected before the scoring update in 2020 will now display the medal that they had at the time of harvest again, rather than the medal that they would have been given using the new scoring system 🏆

MULTIPLAYER

  • The headlamp’s light beam, when seen in 3rd person by another player, has been properly adjusted to align with the user’s head.
  • Players on the Windows Store version of the game should be able to use text chat to communicate with each other again if they have the appropriate communications privileges set on their accounts.

MISSIONS

  • New mission available pop-up should now only appear when new missions are available.
  • The Make a Difference quest, in the New England Mountains Reserve, can now be completed again.

WORLD

  • The plane in the Yukon Valley intro cinematic will work as expected again.
  • We’ve fixed an issue with Basri Memorial and Crimson Ridge Outposts in Yukon Valley not unlocking properly.
  • It will no longer rain forever in any reserve if you leave Te Awaroa during the Toxicology Report mission.

UI

  • Selecting Reset camera position in the weapon customization will now reset the camera properly.
  • The correct Scent Eliminator icon will now appear when selecting it with a controller.
  • Apex Connect game invites notification now expires.
  • We’ve added a warning message when changing the keybindings.
  • Correct icons now appear for decoys when selecting them with the controller.
  • Scrolling through the Multiplayer Competition list should now be smoother with the scrollbar.
  • The option to rename a trophy lodge is no longer accidentally present on the Friend’s Trophy Lodges menu
  • Buttons will no longer stay highlighted when exploring the settings menu.
  • If the last menu visited was the Trophy Manager, pressing ESC will no longer lead to the inventory.
  • The competition list description will now be shown correctly after scrolling down in the list using a controller.
  • We’ve fixed a navigation issue with selecting mission items in the codex while using a controller.
  • The text field for renaming a loadout can now be focused on while using a controller.
  • We’ve fixed font scaling issues with the fur type column in the Trophy Manager.
  • The highlight lines when inspecting a Multi Trophy have been fixed.
  • We’ve addressed an issue where players could retire a dog in the wrong Kennel screen.
  • The Buy DLC button no longer overlaps with descriptions of the reserves in languages other than English.
  • It should now be easier to navigate through the EULA & Privacy Policy screens.
  • We’ve fixed a localization issue in Portuguese, where the controller buttons overlap with the text prompt of the Trophy Lodge menu.
  • Players should no longer become stuck in the Apex menu if they change from controller to mouse and keyboard while navigating the Privacy Policy.
  • We’ve resolved a problem with highlighting items when moving through the inventory menu using a controller.
  • We’ve fixed an issue where the APEX friend notifications did not automatically appear.

GRAPHICS

  • We’ve fixed a rendering issue that caused animals placed as Multi Trophy to disappear from view on the edge of the camera.
  • A twitching motion on trees in New England Mountains Reserve while having the tree stand equipped is no longer present.
  • Weapon models shown in the Store and Storage menus should be back to the appropriately high level of detail.

ART

  • The animal in the Harvest Screen will no longer slowly shrink while rotating.
    • Developer’s Note: Honey, who shrunk my trophy???

ANIMATION

  • The dog should be less likely to rotate its head unnaturally while looking at the player 🙃
  • The Retriever has learned to close its mouth properly when fetching arrows.
  • Picking up the Quist Red Pro Electronic Caller should now be smoother.
  • Unspent rounds should no longer be mysteriously visible in the .270 rifles while chambering and reloading.
  • An idle animation while using handguns in Multiplayer has been fixed.
  • We’ve fixed an animation when players switch between Binoculars and Rangefinders in Multiplayer.
  • Weapons will no longer disappear when holstering and changing to another weapon.
  • We’ve updated the layout blind animation for Multiplayer, so the character should look correct while using it.
  • .44 revolver hammer is now pulled back correctly when shooting from the hip.
  • We’ve fixed the hand animation when auto-walking with the Electronic Caller equipped.
  • In Multiplayer you can now see the ammunition in the reloading animation when other players reload their weapons.
  • We’ve fixed .44 Moradi reloading animation when having Lightning Hands Perk 2 and 3.
  • We’ve fixed the holstering animation of the Electronic Caller in Multiplayer.
  • We’ve addressed an issue with missing animation when reloading and switching position to prone with the Tsurugi LRR equipped.
  • Fingers should no longer clip with the Moradi Model 1894 in different positions.
  • Hands should no longer clip with the crossbow in a prone position in Multiplayer.
  • We’ve fixed a head-shaking animation when aiming on a tripod in Multiplayer.
  • We’ve addressed an animation issue when aiming with a longbow and moving while crouching in Multiplayer.
  • We’ve fixed an arm animation when standing up from prone with the Huntermate equipped in Multiplayer.
  • We’ve fixed the reload animation for Olsson Model 23 .308 and Malmer 7MM Magnum when the player has 2 or 3 ranks of the Lighting Hands Perk.
  • Arrows should now be visible for other players in Multiplayer.
  • Coachmate Lever .45-70 now has its proper animation while shooting it with the Muscle Memory Perk active.
  • Mangiafico Revolver no longer disappears after shooting from the hip.
  • Labrador will now perform the howling animation when is raining.
  • We’ve fixed an animation issue where the weapon stayed in the ground if the player aimed while prone and then stood up.
  • We’ve fixed a character’s head movement while aiming on the tripod in Multiplayer.
  • We’ve fixed the unholster animation for the Rolleston Revolver Multiplayer.
  • Arrows are now in sync with the hand when pulling back the string in Multiplayer.
  • The character will keep looking forward while aiming and shooting the Davani in Multiplayer.
  • We’ve fixed an animation in Multiplayer, where the character’s head movement while aiming and switching stances, from standing to prone and back, was incorrect.
  • Changing the sight of the bow while aiming will no longer reset the string.

AUDIO

  • The flapping sound for the goose has been redesigned.
    • Developer’s Note: It should be softer now and fade better over distance.
  • We’ve fixed the SFX corruption when selecting the Camo tab in the weapon customization.
  • The Stenberg Modern Takedown Recurve Bow now plays the correct sound when holstering/unholstering it in Multiplayer.
  • The Distressed deer call used for calling Grizzly Bears in the Electronic Caller is now an actual distress call.
  • Fixed some issues with the flag sound effects at Outposts.
  • Tire swing in Mississippi will no longer sound “metallic” when pushed.
  • The Electronic Caller will now play the proper sound for Mountain Lions.

Once a new patch is out, we’ll let our readers know.

Source: Call of the Wild

Damien Seeto