In this update5
Full notes
Full Call to Arms - Gates of Hell: Ostfront update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Balance
- Workshop
- Store
- Maps
Call to Arms - Gates of Hell: Ostfront changes
Change Log
Conquest
- Added new feature to Conquest"Skip Preparation Time" - Preparation time has been completely recoded to run through the conquest game .set file instead of being semi-faked through a delay in Bot's behavior scripts. - This change allows for several new features when the player is defending: - Defense missions now start with an official Preparation Phase. - Preparation Time is now displayed in the UI for users to see how long they have before the enemy attack will naturally start. - A "Skip Preparation Time" button is now available at the top of the list of stages on the right side of the screen. - Once clicked, the timer will reach 0, and the enemy will begin their attack - Preparation Time is set to a default of 20 minutes (previously it was randomized between 6-8min)
- Added new feature to Conquest"Move Deployment Point" - When Player is the Defender, you can now choose where your Stages will spawn and move the deployment point to any location on the map during the Preparation Phase. Use carefully! - To do so, click on the "Move Deployment Point" button at the top of the Stages list on the right side of the screen, then click on the ground to change position from the default position at the edge of the map. - Clicking on a Stage Button or in CooP, the stage "spawn and transfer" button, will spawn all units in that stage at the deployment location. - Players can move the Deployment Point as many times as they wish until the Preparation time ends. - After the Preparation Phase ends, repositioning of the Deployment point will be disabled and will be returned to the default position near the edge of the map. - This feature can greatly reduce the time needed to prepare by allowing you to spawn Stages closer to the objectives.
Added 'ammo point' cost when buying new supply vehicles
Added modifiers per resource type to Conquest economy settings: PaybackFactor, SellFactor, and ScavengedVehicleSellFactor
Added {pauseDuringPreparation} to conquest game mode: campaign_capture_the_flag.set - Controls if the simulation is paused during the preparation time/phase - Defaults to "true" if not defined
Added new Conquest-specific LUA script API's: - BotApi.Events.PrepTimeOver for when preptime ends either naturally or the user ends early - BotApi.Conquest.PlayerSpawnPoint for LUA to know which spawn point the player is in Conquest - BotApi.Conquest.Attacking for the bot to explicitly know if it is the attacker or defender in Conquest
Updated (in Conquest only) ammo trucks/crates to not regenerate supply during battle
Updated Bot Commander to choose the next unit it will purchase at the moment of purchase instead of immediately after the previous unit. Buying decisions are better when based on the current situation.
Updated bot purchases to spawn sequential instead of at random spawn points (1-2-3-4-1-2-3-4-...)
- Updated Conquest bot logics- bot units interrupted and engaged on their way to flags, if their enemy target survives the exchange: they are now noted for the possibility of further pursuit by more units. Noted units in conquest must be only the user type(simplified) - Defender bot mgs no longer build self sandbags as persistent maps when sides or go from attack to defense, there is a chance another nation that has lower mgs will be blocked by those. - Clean up of "ignore" bot collection near flags and other related scripts. - Enemy airstrike possibility is also based on preparation time end, especially if skipped, when the player is defending. - update stock conquest script for skipping prep as defender(player) so that enemy air attack is based on timing with that, enemy indicators are deleted, and player spawn is moved back on prep over. - default spawns marking for script purposes improved. - all logic scripts fixed to ignore airplanes properly. - general bot handling/tagging executes much faster. - fixed bots tank logic where it could result in tank driving without shooting for short time. - fixed music script randomization math.
- Updated all Conquest map .mi files- replaced map_point with map_point_conquest - added new "include" for "functions". needed for the new and future features. {functions (include "../dcg_functions.inc")}
Increased score gained by player by owning most flags when they are defending in Conquest
Removed Victory point scoring during preparation time
Removed killing enemy units in Conquest giving Victory points towards winning the battle
Removed from source code for Conquest, Bot spawning override behavior that made 1 bot player spawn units randomly from multiple spawn points. Which spawn point a purchased unit will spawn from can now be controlled via LUA scripts. This also means default behavior will be all bot purchases come from 1 map point unless told otherwise.
Renamed several existing Conquest-specific LUA script API: - BotApi.Instance.CampaignFirstEnemyId -> BotApi.Conquest.FirstEnemyId - BotApi.Instance.CampaignDefenderBotId -> BotApi.Conquest.DefenderBotId - BotApi.Instance.CampaignFirstPlayerId -> BotApi.Conquest.FirstPlayerId
Fixed in Conquest the buy_and_transfer button to use the same as the underlying button based on cost
Fixed in Conquest players' pop-up user name not hiding when spawning stage
Fixed crash when attempting to play Conquest when player has a corrupted save in their user profile. If a save has become corrupted, it cannot appear (due to missing data) in the "load saves" list.
Fixed enemy bot score gain from owning flags while its the defender not reading the .set file values correctly
Fixed dcg_f_bridges_of_lysovo altitude haze
Fixed water-filled trench on dcg_nord_battery
Fixed floating grass on dcg_bergen_radar
Fixed floating rocks on dcg_vyazma
Fixed terrain broken poly on dcg_niemen
Fixed grass inside building and floating storefront on dcg_bretteville_sur_odon
Fixed grass inside some buildings on dcg_zeeland
Fixed floating barricade on dcg_vlissigen_breach
Single Player
The Legend of Krasny Bor(1943_02_krasny_bor) - The entire evacuation trucks segment is fixed and improved, and trucks take the safest route to escape. - Evacuation trucks and medics cannot be blown up or hurt until they are well underway during the evacuation task. - Evacuation completion improved. - pathing fixes. - map fixes and removed some entities so that some cannons, such as Pak 40, cannot be blocked from firing by annoying netting poles.
The Eagles and the Devils(1944_06_05_carentan) - fixed possible coop assignment issue for one squad of soldiers (us_reinf_2) related to player ID.
The Hills of Saint-Lô(1944_06_saint_lo_hills) - Clean up of initial assignment to not leave anything to chance, as there have been reports in coop.
Tears and Sweat (1940_05_13_dyle) - extended infantry covers in the first phase - removed the dialogue during the preparation phase
The Northern Gambit (1944_06_tali-ilhantala) - fixed broken heightmap polygons. - fixed the global map used that did not exist.
Carpathian Turmoil(1944_09_yugoslavia) - all humans inventory reset as some soldiers had wrong weapons and it caused issues with resupply - added entity manager on possible late in the mission for optimization
Escaping the Pocket(1944_08_19_falaise_escape) - Fixed missing inventory weapons
All Skirmishes - fixed bots tank/cars logic where it could result in tank driving without shooting for short time.
Multiplayer
Updated Bot Commander to choose the next unit it will purchase at the moment of purchase instead of immediately after the previous unit. Buying decisions are better when based on the current situation.
- Updated Multiplayer bot logics- update units interrupted and engaged on their way to flags, if their enemy target survives the exchange: they are now noted for the possibility of further pursuit by more units. - Improved bots bailing from cannons and similar weapons when the enemy is nearby, point-blank. Fixed case where bailed bots would often obey the lua move even though the cannon they bailed from was engaged(more soldiers still on it). Now each existing bot will be instantly set to disregard any Lua or other script commands, deal with any nearby threat, and even look for it. The main reason for this change is that players noticed bots bailing cannons and took advantage of some loopholes in the previous AI script. - fixed "lua ignore" collection designed to keep some bot units(both human and vehicles) near flags. - bot logics script fix - more fixes bots meant for ignoring lua move orders to prevent bots far away from flags being put into this state. - updated bots to squad up ~5 soldiers to chase/pursue previously discovered enemy(noted) can now execute 25% more often. (chance_ai_pursue) - fixed bots tank logic where it could result in tank driving without shooting for short time.
Changed client performance bars to reflect more recent performance by updating ever 10s instead of once at the end of a completed match. Bars are an average of multiple performance reports.
Fixed desync issue in netcode for territory type (caused humans to swim under land sometimes after crossing deep water)
Fixed several crashes related to netcode: - crash in eChassisFoot when a client has not yet received the path details from the server - crash on client if there is no valid target actor in game stats event - crash in vehicle chassis on not yet initialized locomotion controller
Fixed a missing breed price entry in multiplayer for ger/late/fallsch_sl_asst_stg
Fixed domination ammo crate placement on 4v4_vlissingen_breach
Fixed 3v3_wotan floating objects
Fixed 4v4_vitebsk floating objects and a few buildings too low into the height map, making doors not accessible
Fixed floating rocks on 2v2_fall
Fixed terrain broken poly on 4v4_niemen, 4v4_hills, 4v4_vlissingen_breach
Fixed unintentionally shared cooldown timer groups
Fixed some indestructible barn doors on 4v4_rikila
Fixed floating barricade on 4v4_vlissigen_breach
Multiplayer Balance
Changed cooldown timer groups to be shared between similar units in wheeled vehicle and automatic emplacement categories
Changed unlock timer for single_shotgun and single_riflegrenade from 0 to 60 seconds
Increased command point cost of m7b1_hmc, m7_hmc, sexton_mk2, bishop, wespe, grille_k from 34 to 40
Increased doctrine point cost of doctrine_m7b1_hmc_late, doctrine_sexton_mk2, doctrine_bishop from 80 to 90
Increased doctrine point cost of doctrine_m7_hmc_mid from 80 to 100
Increased doctrine point cost of doctrine_t19_hmc_late from 65 to 75
Increased doctrine point cost of doctrine_t19_hmc_mid from 65 to 90
Increased doctrine point cost of doctrine_105mm_m3_late from 60 to 70
Increased doctrine point cost of doctrine_105mm_m3_mid from 60 to 80
Increased doctrine point cost of doctrine_107mm_m1910_30_late from 70 to 90
Increased doctrine point cost of doctrine_wespe_late from 70 to 85
Increased doctrine point cost of doctrine_grille from 85 to 90
Increased doctrine point cost of doctrine_122mm_m1910_fin_late from 60 to 70
Increased doctrine point cost of doctrine_122mm_m1910_fin_mid from 60 to 80
Increased doctrine point cost of doctrine_122mm_m1910_fin_early from 70 to 90
Increased doctrine point cost of doctrine_105mm_h33 from 65 to 75
Increased doctrine point cost of doctrine_105mm_h33_mid from 65 to 90
Increased doctrine point cost of doctrine_88mm_qf25_mk1_5p_mid from 60 to 80
Increased doctrine point cost of doctrine_88mm_qf25_mk1_5p from 70 to 90
Increased doctrine point cost of doctrine_84mm_qf18_5p_early from 70 to 90
Increased doctrine point cost of doctrine_84mm_qf18_4p from 70 to 90
Increased doctrine point cost of doctrine_114mm_qf_how_mid from 60 to 80
Increased doctrine point cost of doctrine_122mm_m1910_mid from 60 to 80
Increased doctrine point cost of doctrine_122mm_m1910_early from 70 to 90
Increased doctrine point cost of doctrine_staghound_mk2 from 30 to 40
Increased doctrine point cost of doctrine_m8_hmc from 30 to 40
Increased doctrine point cost of doctrine_m4a3_76w_field3_late from 60 to 65
Increased doctrine point cost of doctrine_yag10_29k_mid from 25 to 30
Increased doctrine point cost of doctrine_kv1s from 50 to 60
Increased doctrine point cost of doctrine_churchill3 from 50 to 60
Increased doctrine point cost of doctrine_churchill_mk3 from 50 to 60
Increased doctrine point cost of doctrine_churchill_mk1 from 40 to 50
Increased doctrine point cost of doctrine_churchill_mk4_l50 from 50 to 60
Increased doctrine point cost of doctrine_matilda2_mk4_cs_mid from 40 to 50
Increased manpower cost of m5_hst from 100 to 120
Increased manpower cost of m20 from 170 to 195
Increased manpower cost of willys_mb_50cal from 105 to 115
Increased manpower cost of m3a1_scout, m2_halftrack, m3a1_halftrack, m5a1_halftrack, from 150 to 160
Increased manpower cost of lvt4, lvt4_eng from 170 to 180
Increased manpower cost of m13_mgmc from 210 to 215
Increased manpower cost of daimler_mk2 from 210 to 220
Increased manpower cost of tetrarch_mk7 from 210 to 220
Increased manpower cost of m8_greyhound_early 230 to 235
Increased manpower cost of m8_greyhound from 220 to 235
Increased manpower cost of m12 shotgun from 8 to 14
Increased manpower cost of vickers_aa_mk1 from 140 to 150
Increased manpower cost of vickers_mk6 from 170 to 190
Increased manpower cost of m5_hst from 120 to 145
Reduced doctrine point cost of doctrine_84mm_k18_late from 40 to 30
Reduced doctrine point cost of doctrine_84mm_k18_mid from 40 to 30
Reduced doctrine point cost of doctrine_75mm_pak40_fin_late from 35 to 30
Reduced doctrine point cost of doctrine_85mm_52k_late from 35 to 30
Reduced doctrine point cost of doctrine_90mm_m2_late from 45 to 40
Reduced doctrine point cost of doctrine_94mm_qf_3_7_aa_late from 50 to 40
Reduced doctrine point cost of doctrine_88mm_flak36_late from 50 to 40
Reduced doctrine point cost of doctrine_75mm_k44 from 50 to 40
Reduced doctrine point cost of doctrine_m18_hellcat_late from 35 to 30
Reduced doctrine point cost of doctrine_sdkfz234 from 30 to 25
Reduced doctrine point cost of doctrine_sdkfz251d_22 from 35 to 25
Reduced doctrine point cost of doctrine_sdkfz234_4 from 40 to 35
Reduced doctrine point cost of doctrine_jagdpanzer4_l48_early from 40 to 35
Reduced doctrine point cost of doctrine_jagdpanzer4_l48_late from 60 to 55
Reduced doctrine point cost of doctrine_sturmartillerie_unit from 45 to 35
Reduced doctrine point cost of doctrine_panzer4j from 40 to 30
Reduced doctrine point cost of doctrine_pz4j_fin from 40 to 30
Reduced doctrine point cost of doctrine_kv1_42_fin_late from 50 to 45
Reduced doctrine point cost of doctrine_kv1e_fin from 50 to 40
Reduced doctrine point cost of doctrine_t60_late from 15 to 10
Reduced doctrine point cost of doctrine_t70m from 20 to 15
Reduced doctrine point cost of doctrine_kv85 from 45 to 40
Reduced doctrine point cost of doctrine_ot34_late from 30 to 20
Reduced doctrine point cost of doctrine_t3457_43 from 30 to 20
Reduced doctrine point cost of doctrine_m4a2_75_late_rus from 30 to 20
Reduced doctrine point cost of doctrine_su85m from 50 to 45
Reduced doctrine point cost of doctrine_m4a3_75w_e4_5_late from 30 to 20
Reduced doctrine point cost of doctrine_sherman5_croc from 30 to 20
Reduced doctrine point cost of doctrine_squad_soe_late_irr from 50 to 40
Reduced doctrine point cost of doctrine_panzer3flamm_late from 20 to 10
Reduced doctrine point cost of doctrine_150mm_sig33_late from 60 to 50
Reduced doctrine point cost of doctrine_jagdpanther from 95 to 85
Reduced doctrine point cost of doctrine_ferdinand_late from 105 to 100
Reduced doctrine point cost of doctrine_tiger1hunt from 80 to 60
Reduced doctrine point cost of doctrine_panzer5g from 80 to 60
Reduced doctrine point cost of doctrine_88mm_pak43_late from 75 to 60
Reduced doctrine point cost of doctrine_nashorn_late from 80 to 60
Reduced doctrine point cost of doctrine_isu152 from 70 to 60
Reduced doctrine point cost of doctrine_isu152_fin from 70 to 60
Reduced doctrine point cost of doctrine_is2 from 95 to 90
Reduced doctrine point cost of doctrine_su100 from 90 to 75
Reduced doctrine point cost of doctrine_isu122s from 90 to 75
Reduced doctrine point cost of doctrine_2m4a2_76_rus from 40 to 30
Reduced doctrine point cost of doctrine_100mm_bs3_scoutcar from 70 to 60
Reduced doctrine point cost of doctrine_m26_pershing_late from 80 to 60
Reduced doctrine point cost of doctrine_m36b1_gmc_t33_late from 45 to 30
Reduced doctrine point cost of doctrine_sherman1c_tulip_hybrid from 50 to 40
Reduced doctrine point cost of doctrine_archer_double from 60 to 50
Reduced doctrine point cost of doctrine_sherman1c_double from 80 to 70
Reduced doctrine point cost of doctrine_sdkfz251d_1_stuka from 110 to 100
Reduced doctrine point cost of doctrine_150mm_nebelwerfer41_late from 70 to 60
Reduced doctrine point cost of doctrine_150mm_nebelwerfer41_fin_late from 70 to 60
Reduced doctrine point cost of doctrine_panzerwerfer42_late from 90 to 80
Reduced doctrine point cost of doctrine_210mm_nebelwerfer42_fin_late from 90 to 80
Reduced doctrine point cost of doctrine_pz38h_w40_late from 105 to 90
Reduced doctrine point cost of doctrine_pz38h_w40 from 105 to 90
Reduced doctrine point cost of doctrine_zis6_bm13_16_late from 100 to 90
Reduced doctrine point cost of doctrine_katyusha_late 100 to 90
Reduced doctrine point cost of doctrine_bm31 from 120 to 100
Reduced doctrine point cost of doctrine_280mm_br5_late from 115 to 110
Reduced doctrine point cost of doctrine_m4a3_calliope_late from 115 to 100
Reduced doctrine point cost of doctrine_squad_usa_signaller_240_late from 60 to 40
Reduced doctrine point cost of doctrine_squad_usa_signaller_203_vt_late from 60 to 40
Reduced doctrine point cost of doctrine_squad_usa_signaller_203_mid from 60 to 40
Reduced doctrine point cost of doctrine_squad_eng_signaller_203_early from 60 to 40
Reduced doctrine point cost of doctrine_squad_eng_signaller_183 from 60 to 30
Reduced doctrine point cost of doctrine_105mm_sk18_late from 90 to 80
Reduced doctrine point cost of doctrine_150mm_sfh18 from 75 to 65
Reduced doctrine point cost of doctrine_150mm_sfh18_fin_late from 75 to 65
Reduced doctrine point cost of doctrine_170mm_k18 from 105 to 90
Reduced doctrine point cost of doctrine_hummel_late from 90 to 80
Reduced doctrine point cost of doctrine_120mm_k78_31_late from 65 to 60
Reduced doctrine point cost of doctrine_155mm_h17_late from 80 to 70
Reduced doctrine point cost of doctrine_155mm_k17_late from 80 to 70
Reduced doctrine point cost of doctrine_210mm_h17_late from 80 to 70
Reduced doctrine point cost of doctrine_152mm_ml20_late from 85 to 75
Reduced doctrine point cost of doctrine_203mm_b4_late from 85 to 75
Reduced doctrine point cost of doctrine_152mm_br2 from 105 to 100
Reduced doctrine point cost of doctrine_m12_gmc_late from 100 to 90
Reduced doctrine point cost of doctrine_203mm_m1_late from 85 to 75
Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_late from 100 to 90
Reduced doctrine point cost of doctrine_155mm_m1_late from 80 to 70
Reduced doctrine point cost of doctrine_155mm_m1a1_longtom_eng_late from 100 to 90
Reduced doctrine point cost of doctrine_140mm_bl_5_5_late from 75 to 65
Reduced doctrine point cost of doctrine_183mm_bl_7_2_late from 80 to 70
Reduced doctrine point cost of doctrine_183mm_bl_7_2_mk6_late from 80 to 70
Reduced doctrine point cost of doctrine_88mm_flak18_mid from 65 to 60
Reduced doctrine point cost of doctrine_sdkfz8_flak18_mid from 65 to 60
Reduced doctrine point cost of doctrine_panzer3flamm from 35 to 30
Reduced doctrine point cost of doctrine_panzer3l from 35 to 30
Reduced manpower cost of 20mm_l39 from 90 to 80
Reduced manpower cost of 76mm_qf17_late from 700 to 670
Reduced manpower cost of archer from 700 to 670
Increased unlock time of automatic emplacement category units that had it set at 0/90 seconds, to 60/150 seconds
Increased cooldown time of automatic emplacement category units that had it set at 30/60 seconds, to 180 seconds
Increased unlock time of wheeled vehicle category units that had it set at 90 seconds, to 150 seconds
Increased cooldown time of wheeled vehicle category units that had it set at 60 seconds, to 180 seconds
Increased unlock time of light tank category units that had it set at 60/90 seconds, to 150/150 seconds
Changed cooldown time of single riflegrenade units from 0/60/120 to 60/150/150 seconds
Changed cost modifier of single riflegrenade units from 1.2
1.38 to 2
Changed unlock time of mechanised t2 squads to 180 seconds
Changed cooldown of mechanised t2 squads to 180 seconds
Changed cooldown of 50. cal recon jeep squads from 60 to 120 seconds
Increased cooldown of doctrine_t60_late from 240 to 300
Increased cooldown of doctrine_sdkfz234_1 from 180 to 240
Increased initian timer of 20mm_l39 from 0 to 30 seconds
Increased cooldown of 20mm_l39 from 10 to 60 seconds
Increased cooldown of 25mm_pstk37 and 28mm_pzb41 from 30 to 60 seconds
Increased cooldown of panzer2c, panzer2f, t40, bt2_da2, vickers_aa_mk1, vickers_mk6 from 60 to 180
Reduced cooldown of doctrine_squad_volksgrenadieredetach from 120 to 60
Reduced unlock time of panzer3n from 480 to 420 seconds
Reduced unlock time of panzer4_70_v from 1140 to 1080
Reduced unlock time of panzer5a from 1380 to 1260
Reduced unlock time of tiger1e from 1380 to 1260
Reduced unlock time of is2_43 from 1380 to 1260
Reduced unlock time of su152_late from 1140 to 1080
Reduced unlock time of m36_gmc_late from 1140 to 1080
Reduced unlock time of m4a3e2_76 from 1200 to 1140
Reduced unlock time of 76mm_qf17_late from 1140 to 1020
Reduced unlock time of archer from 1140 to 1020
Reduced unlock time of achilles_mk2 from 1140 to 1020
Reduced unlock time of sherman1c from 1200 to 1080
Reduced unlock time of sherman5c from 1200 to 1080
Reduced unlock timer of 105mm_lefh18_40 from 1200 to 1080
Added limit of 2 to doctrine_su26
Added limit of 1 to doctrine_76mm_land_mattress
Added limit of 3 to doctrine_sdkfz251d_17
Added limit of 4 to doctrine_squad_scoutcar_marines
Added limit of 2 to doctrine_staghound_mk2
Added limit of 2 to doctrine_m8_hmc
Added limit of 2 to doctrine_cruiser_mk2a_cs
Reduced limit of doctrine_sdkfz251d_16 from 5 to 3
Reduced limit of doctrine_panzer3flamm_late from 4 to 3
Increased spare flares of late_fo_radio_155, late_fo_radio_155_vt and fo_radio_155 from 7 to 9
Reduced spare flares of late_fo_radio_240 from 6 to 5 to be same as late_fo_radio_203
Everything Else
Added destructibility to snow_embankment3 series (snow mounds used on most non-Ostfront Maps)
Added interface/action/teleport.set for Conquest off-map support (airstrikes/artillery strikes)
Added fern type grass to the western front biome
Updated QueryScene function in LUA scripts to ignore empty vehicles
Updated props in all vehicle .def files that are used for LUA scene query and added scene_query_readme.md to LUA scripts folder to explain schema rules
Updated unit icons for sherman5_mid
Updated unit icons for kv1_41
Updated damage schematic for stug3b
Updated flammpanzer_b2 damage schematic
Updated USA conquest icons for 82nd Engineer squads
Updated icons for British cannons that received new wheels
- Updated shotgun damage fall-off over distance- Reduced range shotgun does 200 damage (1 chest shot to kill Tier 2 infantry) from 25.7 to 20m - Reduced range shotgun does 100 damage (2 chest shots to kill Tier 2 infantry) from 46.7 to 35m
Reduced PIAT trajectory/arc by applying the same velocity and gravity settings that other "bazooka" class weapons use. It still has the most "in-class" arc but not nearly has much as before.
Disabled blast energy causing "Cannon" class units to impulse up/flip. AI cannot reset cannon when flipped and it adds extra micro for players to reset them. Overall, it does more harm than add immersion.
Fixed crash caused by save file somehow having more than one entity saved to the same cell of an inventory
Fixed metal wheels of 152mm_bl_6_mk19 to rubber wheels
Fixed metal wheels of 203mm_bl_8 to rubber wheels
Fixed sdkfz251c variants track IDs on x models, preventing them from swapping to the x model
Fixed some volume issues with bedford trucks
Fixed the wrong gun file for crusader_aa_mk1 and the amount of ammo pre-loaded into the gun
Fixed humber_mk4 steering
Fixed missing 'wheeled' prop for Daimler Dingo, mk1 and mk2 vehicles
Fixed m5_hst track break animation not playing properly
Fixed panzernest_krab and 50cal_quad_m45 not having contact physics while being towed
Fixed coax MG for the Panzer 3 Ausf.E
Fixed 155mm_gpf_ger & 155mm_gpf_us close animation
Fixed k18 torsion bars
Fixed normal map green channel for some British vehicles
Fixed bm13_studebreaker UV error
Fixed rotation speeds and angle for .50cal MG on cckw_redball supply truck
Fixed various valetine tank mesh issues
Fixed props for the soviet universal carriers
Fixed sight bone for morris_c9_aa sometimes obstructing vision if fully crewed
Fixed sdkfz251c tracks
Fixed cruiser_mk2 fx not playing for the coaxial MG
Fixed no2_flame_thrower foresight position to ensure flame particles clear the soldier's left hand
Fixed some English 1st airland breeds to have consistent veterancy levels
Fixed soviet arms texture
Fixed British Rifle Grenade and Piat missing overhead icon
Fixed land patch mesh for dirt_lump_straight
Fixed trench modular landpatch
Fixed euro_cargo_spool to be crushable
Fixed colliderID for planks_sawmill3
Fixed landpatch terrian type for warehouse_01
Fixed volumes with euro cable reels, cargo pool, container industrial
Fixed cut to brick texmod
Fixed missing distant firing sound for Panzerb2's 2nd gun
Fixed Enfield having incorrect "Far" shot sound
Fixed music track "scorched_earth" to be 16-bit standard
Fixed some localization issues
Removed old/unused ground textures. Any maps affected had their materials updated.
Removed several factory and building assets from construction/_stalingrad/ that were either unused or rarely used and updated affected maps:
- 2v2_industry
- 2v2_suburbs
- 2v2_tikhvin
- 3v3_factory
- 3v3_posenov
- 3v3_radusha_airfield
- 3v3_wotan
- 4v4_rikila
- 4v4_grassland
- 4v4_vitebsk
- dcg_fbykovo
- dcg_f_factory
- dcg_f_lazurnyi
- 01-rus/1941_12_tikhvin
- 02_ger/1943_11_wotan
Note to Conquest Modders: - Support units' costs (airstrikes, off-map artillery, etc) have been changed in the unit roster .set files. See Base game files for differences. - Conquest map .mi files were all changed to have new includes and map point replacement
Note to MP Players: - The open beta change of "maximum_ammo_payback from 150 to 0 for domination gamemode" did not receive enough feedback for us to move forward with the change and has been reverted. Meaning capturing points continue to give 150MP payback. r7513-8163
Source
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