In this update5
Full notes
Full Company of Heroes 3 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Fixes
Hot Fix 2.5.2
Final Stand
Final Stand Perk save data now shares/uploads to Steam Cloud saves. Players should now be able to change computers and have their Final Stand data transfer with them
For base Company of Heroes 3 owners, mods applied in other game modes will no longer affect the Final Stand game
Removed a hole in the soft map edge on Qattara Depression - this was causing enemy units to "enter" the playable area and become trapped in an out-of-bounds region
A.I. & Gameplay
Fixed several crashes around A.I. behavior and missing null pointers
Heavy Machine Guns controlled by the A.I. in Final Stand will now prioritize infantry over the lane emplacements
Fixed an issue with the A.I. idling Kettenkrads on the map
A.I. armored vehicles will no longer fallback or issue move commands when attacked by non-vehicles on first contact
Fixed the Demolish Charge and M6 Anti-Tank mines not being unlocked for the US Forces Rifleman, Engineer, and Bazooka squads after upgrading Demolitions Package from the Infantry Support Centre
Art
Fixed a tinting issue causing US Paratrooper HMG team helmets to appear as a default grey/white texture
New Known Issues
Enemy bosses may get stuck in the out-of-bounds area of a Battleground. This is more common with long-range artillery bosses such as the Wespe. This will require additional work to adjust A.I. logic and will need more rigorous testing from our team before implementing a fix. While we work to address this, as a workaround we recommend withdrawing your units closer to your HQ to force the enemy to move in-bounds to reach its maximum weapon range.
Source
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