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Steam News2 July 201313y ago

Company of Heroes 2 Update Released

This thread is where we'll be sharing patch changes and game updates. http://community.companyofheroes.

Full notes

Full Company of Heroes 2 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions1 change0 removals
  • Fixes
  • Performance
changedUpdates as of June 4th, 2013 - adding tracking for rare peer to peer error - optimization: game won't slow down after numerous explosions have damaged the terrain - optimization: speed up terrain rebuilding for higher frame rates when the camera moves - fix dead entities not snapping to ground when dying on bridges - prevent enemy buildings from appearing as holes in the ground when FoW was active - improve hang detection to reduce number of times the game crashed itself thinking it was hung - fix a bug where projectiles would never hit a dropped mg42 - fix post game stat screen showing wrong info on save/load - add OEM8 for mapping English physical key locations to French - add new Commander Dispatch feature - update performance test to feature snow - most barrage abilities now target positions instead of squads/entities - fix guard troops reinforcing for free - catch networking problems when a user has trouble connecting to many users in a short period of time - reduce pak43 and howitzer requirements - normal mortar can now be deployed when you get the 120mm - commander tank and officer limited to one - 120mm mortar changed from 480 to 360 from free - fix for quad50 audio in the distance - fix ISU 152 having two abilities with the T hotkey - add hotkey for transfer orders - fix M shortcut for tellermine - fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online - fix subtitle overlap in tutorial
fixedUpdates for June 6th, 2013 - fixed some crash bugs - server updates - adressed an issue with the Replay feature requiring a game restart Updates for June 10th, 2013 Updates - Create post-game AI survey for beta AI Updates - AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position - AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position - AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do - AI force attack tactic will not get stuck running if the target moves within minimum weapon range - AI attack commands now properly detect squads in idle combat - AI move commands now support a facing only move - AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started - AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves - AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently - AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating - AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen - AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility - AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so

Company of Heroes 2 changes

changedUpdates as of June 4th, 2013 - adding tracking for rare peer to peer error - optimization: game won't slow down after numerous explosions have damaged the terrain - optimization: speed up terrain rebuilding for higher frame rates when the camera moves - fix dead entities not snapping to ground when dying on bridges - prevent enemy buildings from appearing as holes in the ground when FoW was active - improve hang detection to reduce number of times the game crashed itself thinking it was hung - fix a bug where projectiles would never hit a dropped mg42 - fix post game stat screen showing wrong info on save/load - add OEM8 for mapping English physical key locations to French - add new Commander Dispatch feature - update performance test to feature snow - most barrage abilities now target positions instead of squads/entities - fix guard troops reinforcing for free - catch networking problems when a user has trouble connecting to many users in a short period of time - reduce pak43 and howitzer requirements - normal mortar can now be deployed when you get the 120mm - commander tank and officer limited to one - 120mm mortar changed from 480 to 360 from free - fix for quad50 audio in the distance - fix ISU 152 having two abilities with the T hotkey - add hotkey for transfer orders - fix M shortcut for tellermine - fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online - fix subtitle overlap in tutorial
fixedUpdates for June 6th, 2013 - fixed some crash bugs - server updates - adressed an issue with the Replay feature requiring a game restart Updates for June 10th, 2013 Updates - Create post-game AI survey for beta AI Updates - AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position - AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position - AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do - AI force attack tactic will not get stuck running if the target moves within minimum weapon range - AI attack commands now properly detect squads in idle combat - AI move commands now support a facing only move - AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started - AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves - AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently - AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating - AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen - AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility - AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so

This thread is where we'll be sharing patch changes and game updates. http://community.companyofheroes.com/forums/company-of-heroes-2-discussion/topics/CoH-2-Changelog

Updates as of June 4th, 2013 - adding tracking for rare peer to peer error - optimization: game won't slow down after numerous explosions have damaged the terrain - optimization: speed up terrain rebuilding for higher frame rates when the camera moves - fix dead entities not snapping to ground when dying on bridges - prevent enemy buildings from appearing as holes in the ground when FoW was active - improve hang detection to reduce number of times the game crashed itself thinking it was hung - fix a bug where projectiles would never hit a dropped mg42 - fix post game stat screen showing wrong info on save/load - add OEM8 for mapping English physical key locations to French - add new Commander Dispatch feature - update performance test to feature snow - most barrage abilities now target positions instead of squads/entities - fix guard troops reinforcing for free - catch networking problems when a user has trouble connecting to many users in a short period of time - reduce pak43 and howitzer requirements - normal mortar can now be deployed when you get the 120mm - commander tank and officer limited to one - 120mm mortar changed from 480 to 360 from free - fix for quad50 audio in the distance - fix ISU 152 having two abilities with the T hotkey - add hotkey for transfer orders - fix M shortcut for tellermine - fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online - fix subtitle overlap in tutorial

Updates for June 6th, 2013 - fixed some crash bugs - server updates - adressed an issue with the Replay feature requiring a game restart Updates for June 10th, 2013 Updates - Create post-game AI survey for beta AI Updates - AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position - AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position - AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do - AI force attack tactic will not get stuck running if the target moves within minimum weapon range - AI attack commands now properly detect squads in idle combat - AI move commands now support a facing only move - AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started - AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves - AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently - AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating - AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen - AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility - AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so

Source

Steam News / 2 July 2013

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