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- 1v1 Ladoga
- 2v2 Urban Hell
- 3v3 Radusha Airfield
- 4v4 Olkhovatka
- Fixed player/soldier/officer narrator talks appearing as enemy.
- Fixed intro
- Intro fixes
- All scenarios stop using event/trigger ON NEXT(bad).
- Fixed intro issues with sled vehicle never reaching intended start location. This resulted in issues with starting stealth.
- Intro scenario proper overlap.
- Intro cleanup and fixes.
- Scenario fixes.
- Fixed player reinforcement crew/passengers set to proper states for assignment.
- Re-aligned some grass entities
- intro scenario
- SINGLEPLAYER: skippable after intro/2_camera in single player / COOP: Auto skipped after intro/2_camera.
- fixes related to evacuation trucks task, their fixing, crewing and driving via ai related to evacuation task(always use selector tag/mid if called on waypoint for impregnability and not waypoint selector itself).
- drivers board trucks for evacuation remove inhabited requirement as it would prevent their command.
- intro fixes.
- fixed "Take back control of the position and protect the trucks with the wounded" showing as completed at start.
- Tasks 3/4/5 add more pointers as areas are big.
- Globally set all possible user humans as user tag and proper move modes
- Fixed trench hole under the map.
- Fixed task 3 completion.
- Fixed iron beams causing vehicle pathing issues
- Changed damaged 305mm_mb_2_12 to be player 3 (allied to rus)
- Removed autosave that was done right at start of the mission
- Cleaned up task 2(clearing mines).
- Fixed intro
- Fixed some map entities what were floating
- Pavlov carries rdg1_smoke_supplies.
- Enemy tanks near Pavlov house improved behavior.
- Various broken polygons on map fixed.
- Intro and sniper name fixed.
- Fade from black intro.
- Fixed spotters to have ability to fight once attack given but not until player is in the village and before officer tries to escape(added weapons for spotters once it happens).
- Intro coop compatibility for fx explosions on german convoy.
- Remove autosave at intro end.
- Spotters have small stealth mask bonus upon attack command and once action really heats up(if they still alive).
- Fixed intro
- Fixed scenario issues with being stuck possibility.
- Fixed many starting units including at gun being not assigned and under proper control.
- Scenario usage fixes.
- Fixed pl_squad engineers bailing from the truck at start not always assigned properly.
- Fixed crash when pz3j drove onto prescripted mine area, it was trying to spawn fx entity that no longer exists(ex_arm_size1_snow)
- Enemy part1 vehicle spawn and movement fixes.
- 88mm_flak18_towed does not need to be inactive as its parent linked controls the state.
- T34_town harmless and off via tag on same waypoint with delay to avoid situation where it would remain in that state by never reaching next waypoint.
- intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario.
- Fixes to assignment.
- Fixed intro
- Send_veh/inf logic added for soldiers left abandoned from attacking vehicles far on the map so that they dont act dumb standing around
- Add emit ables added(enemy) based on conditions.
- Skip preparation stage button show on top of reinfs.
- Fixes to flareguy
- Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario.
- Use flare service instead of flare soldier for flare effect of incoming tank groups.
- Flare script cleanup.
- Switch from night to morning to day begins later and not instant attack starts.
- Reduced light brightness night environment
- Removed sandbags blocking Pak 40 from shooting left and right
- Fixed add_emitinf logic for tanks
- Fixed at gun positions
- Fixed players artillery guns moving into rear position and looping back and forth between move/set states(part1/ally/mortar/to_pos1)
- Fixed issue where to_pos0/1/2_fire could call allied arty to fire even though order to move forward was called thus breaking scripted movement.
- Fixed intro if skipped before t0 tank hits mines the ai crew were never killed.
- Fixed tiger filled starting rounds.
- Fixed minor intro issue (sp) when tank hits mines if scenario not skipped.
- Fixed intro bug (intr/cam8)
- Intro scenario - SINGLEPLAYER: skippable part by part in single player / COOP: Auto skipped after first scenario.
- Fixed various enemy *_c zones which were calling for clone reinforcements instantly due to wrong conditions.
- Fixed russian pilot in a plane which was inactive and tagged for cloning reinforcements(possible crash source).
- Fixed "ghost evil clones of starting player tanks" coop issue *properly*. (caused by scenario bad settings for coop)
- Improved intro.
- Start tanks assign of operations clean up
- Fixed bug with doubled start tanks "ghosts"
- Start user zone tad bigger to make sure all reinf vehicles are in it.
- intro scenarios dont jump view when skipped
- intro german running squad that dies in artillery, fix lowering health to ensure they die in coop, as sometimes they just come back to life due to diff not adjusting health down.
- intro - COOP: Auto skipped after start/01. / SP: improved intro scenes joined better.
- map pathing fixes.
- intro from black.
- Fixed intro
- Ontroductory scene skippable properly(single player) at any subpart of the scenes(skips instantly to assignment not to next movie).
- Fixed assignment of the 2 engineer trucks driving during intro.
- Fixed certain inf not assigned in coop(sniper and 2 medics).
- Fixed unit not assigned.
- Fixed fallback timer from being hidden when player completes task4 as there is still total of 300 sec before attack continues, so without the timer showing this it was confusing.
- Fixed deletion of vehicles in rare instance. (tag deletion not removal).
- 4 fails only if player is dead to make it feasible for aggressive player who dominated first part not fail because he did not retreat fully.
- Implemented add_emitinf_ables logic for enemy tanks.
- Difficulty deletions fix.
- Major clean up of task 3/4 scripts.
- Fixed pathing for ammo boxes in specific location.
- Enemy wave attacks improved (timings and intial traffic paths) + small balancing.
- Fixed add_emitinf logic for tanks
- Complete defense task(3) upon all timers completion and player still alive in task3 zone, this way he gets reinforcements available even if enemy forces are within task 3. This is much more rewarding for holding on the area even with few men at last moment.
- Initial reinf shows up as task 5 is shown, global/lose only loses before attack begins if player dies, later it varies based if player has reinforcements available or lost defense forward.
- Increased cost of Grille Ausf. K reinforcement in Narva mission now that it can fire indirectly
- Added voice lines for officer and mission tasks
- intro fixes
- Fixed towed cannons/mortars for doctrine vehicles to receive its own assign even if they are still attached, as this is the proper way(fixed autoassign issues).
- Fixed sniper purchase bug(defensive doctrine).
- Added new shooting and reload sounds to small arms weapons and heavy MG's
- Added new distance layers to shooting sounds
- Added sonic cracks to bullet hits based on caliber
- Added 3d shell casings to weapons and sounds for hitting ground/objects
- Updated the mixing of various sound layers to reduce sound cut-off/clip and improve the overall soundscape
- Reduced vehicle engine idle sound volumes
- Updated the majority of skins for Germans and Soviets
- Added new humanskin and equipment variations that can be modded together to make new combinations
- Added correct magazine pouches to updated skins
- Uniforms and equipment should be more authentic than before for each time period
- Replaced majority of headwear with new textures/models
- In General, many new bot behaviors that will hopefully make them more aware, less predictable and more challenging to fight against
- Added in both Conquest and MP, new priority logics for bots on when to:
- Purchase different Units
- Move towards different flags/map points
- Choose to seek and destroy enemy instead of attacking a flag
- Ignore generic bot commands and obey scripted logic
- Added wave style attacks to Bots in Conquest
- Added mission scripted AI logics to Conquest that use to be MP only (newly added feature allows this now)
- Updated and Improved scripted AI logics for both MP and Conquest
- Updated Bots in MP to use the same unit timers as players
- Updated Bots in MP to use a doctrine (Only All-Around Doctrine for now, plan to expand this in future update)
- Updated Bots resource advantage in MP to more aligned with players
- Updated internal code and file organization to allow for greater control and future improvements
- Black Sea coast
- Frozen Highlands
- Hungarian Swamps
- Olkhovatka
- Radusha Airfield
- Shaforovo
- Stalingrad Outskirts
- Wasteland
- partisans events/states and assignment fixes
- task5 fixes
- scenarios fixes
- coop fix
- fixes to player units assignment/movement
- fixed case where player had invincible players(extra squad)
- fixed bad waypoint states
- removed over 150 unused waypoint paths
- coop fix
- fixes to car drive and narration intro & part2 intro to ensure all important talks remain even if skipped anywhere or right away.
- coop fixes.
- fixes and clean up of game loss conditions.
- intro/scenario fixes.
- coop fixes
- fixed irregular/defensive doctrine 3rd reinforcement so that towed guns are properly assigned/user controllable sp and coop.
- fixed task 5 bugs, related to defending captured positions.
- It was possible to fail the task and mission would not fail resulting in player not knowing what to do as the game would not progress but not fail either. (part2_defend_fail)
- corrected task 5 conditions, and fixed situation where task 5 could complete and still fail or vice versa.
- coop intro fix
r11189-11970
- Added countdown Time Limit to Victory condition that host can adjust (50min default)
- Added capturing map points will give Victory points (team score) to the capturing team. 5% of score to win
- Updated spawns, bases, and capture points to be more balanced
- Removed "expanding" map over time feature. Maps start full size now.
- Recon Plane
- Light Airstrike (50kg bomb)
- Medium Mortar Barrage
- Heavy Mortar Barrage
- Medium Smoke Barrage
- Medium Artillery Barrage
- Heavy Artillery Barrage
- Added countdown Time Limit to Victory condition that host can adjust (50min default)
- Added capturing map points to add victory points. Amount of victory points earned = %5 of total Game Score. If Game Score = 1000 then Map point = 50.
- Increased time between new capture points appearing from 4min to 5min
- Increased the time to capture for map points from 90s to 150s
- Updated spawns, bases, and capture points to be more balanced
- Removed "expanding" map over time feature. Maps start full size now
- start cinematic ger column fixes, proper movement, timing and deletion/not spawning if intro skipped.
- fixed 2nd aerosled not working correctly in coop.
- fixed case where 2nd aerosled in various battle conditions due to player actions gets attacked by ai which cannot kill it and results in mess.
- fixed bug in 2nd aerosled assignment and states.
- Fixed flak 88 german defense arrival towed, properly target and fire at any russian targets, ensure proper impregnability until detached and placed.
- Fixed flak 88 when germans retreat it, to not link into passenger seat(passenger usually jumps out on enemies) and instead only towing, but only if not linked already or destroyed.
- Fixed coop
- Fixed coop scenario problem(part2/)
- Replaced locomotive skin by soviet one
- Replaced late war marine skins by mid war ones
- Fixed "invisible" soldiers engaging mid way through battle
- Fixed music not playing
- Fixed enemy ai retreating not working
- Panzer 4 Series
- Kingtiger Series
- SiG33B
- Ostwind and Wirbelwind
r11971-12702
Announcements for Modders
- 2v2 balzerweg
- 2v2 blizzard
- 2v2 countryside
- 2v2 courtyard
- 2v2 gelid
- 2v2 fall
- 2v2 hakola
- 2v2 industry
- 2v2 kainuo
- 2v2 karvola
- 2v2 katrinovo
- 2v2 mannerheim
- 2v2 monastery
- 2v2 olshanka
- 2v2 shaforovo
- 2v2 stalingrad
- 2v2 suishka
- 2v2 suburbs
- 2v2 tikhvin
- 2v2 urban hell
- 2v2 vainikalan
- 2v2 ziborovo
- 3v3 barrikady
- 3v3 brozha
- 3v3 elanskaya
- 3v3 factory
- 3v3 glushkovo
- 3v3 Hqvistvaara
- 3v3 hungary
- 3v3 lakeside airfield
- 3v3 lakhta
- 3v3 mikli
- 3v3 natramala
- 3v3 posenov
- 3v3 radusha airfield
- 3v3 sopheke quarry
- 3v3 steppe
- 3v3 trebcges
- 3v3 wotan
- 4v4 dubovka
- 4v4 kirjavala
- 4v4 kylmapuro
- 4v4 lysovo
- 4v4 niemen
- 4v4 olkhovatka
- 4v4 pinsk marshes
- 4v4 rikila
- 4v4 shiryaevo
- 4v4 sikovitsy
- 4v4 vahikkala
- 4v4 vitebsk
- 1v1 crossing
- 1v1 farmstead
- 1v1 kalinin
- 1v1 reka
- 2v2 balzerweg
- 2v2 mannerheim
- 2v2 monastery
- 2v2 shaforovo
- 2v2 suburbs
- 2v2 tikhvin
- 2v2 urban hell
- 2v2 vainikalan
- 3v3 glushkovo
- 3v3 lakhta
- 4v4 rikila
- 4v4 olkhovatka
- Maximum CP for the most powerful of units is 60cp
- Minimum CP is 38cp (light artillery)
- Net effect is most Artillery CP has gone down and Rocket artillery has gone up or roughly stayed the same
- Fixed Panzer1b placed inside a pole
- Fixed many broken texture transitions
- Fixed wrong flag texmod
- Fixed pathing issue and clipping fence
- Added Officer voice lines
- Added Officer Voice over lines
- Fixes for officer talks
- Set dynamic delay so that first airstrike(part1_plane_truck) does not happen until initial officer convoy trucks conversation and meeting is over in all cases.
- Fixed volume for soldier narrator for mission
- Changed ger/gebirgs_2 (0x8015) to mountain sniper(mid) as this soldier was specifically added sniper rifle but was not a sniper, now he is a sniper(reinf_player for part2). (keeps all the added mines).
- Fixed some soldiers not wearing their headwear at all in winter(reinf_player for part2).
- Fixed underground rocks that would block units
- Fixed "in mission" game music must not stop.
- Fixed all german reinf/counter calls so that at no time they are coming from side where player already occupies. There are number of possibilities and now all are covered
- Fixed possible bottlenecking of german counters and reinf as vehicle inf squads and vehicles can spawn similar time, now this is managed
- Improved pathing
- Talk complete voices tune to fix possible sound overlap resulting in talks not playing.
- Fixed map wrecks ownership, train selectables
- Fixed intro now fades from black properly
- Few environments fixed missing envmap file locations
- Replaced old brick models
- Fixed missing ocean patch on a road
- Made some of ger phase2 enemy infantry respond to their friends under attack nearby instead of being lazy
- Assignment of towed aa coop fix.
- Fixed wrong flag texmod
- Some of the crew leaving the cannon/tank when spotting enemies
- Not all crew leaving the cannon/tank when given the first emit order
- trucks and tanks unlink trailer before emit/deletion to prevent player losing soldiers on towed cannons.
- all stolen vehicles on task disable recrew to prevent player losing soldiers on deletion.
r12703-13394
r13394-13531
r13531-13572
-> Standard squads have the traditional characteristics.
-> Recon squads, which existed until now, have extra speed and stamina on top of their existing reduced HP and increased view range.
-> Defense squads have slower movement speed but higher health regeneration, ideal for remaining behind cover.
-> Stealth squads (irregular doctrine) have even lower detection range, more speed, and can use captured sniper weapons.
-> Veteran squads have overall better stats and are marked with a "+" on their tier, but also come at a higher cost.
- Specifically configured the “Ultra” setting for those players with 32GB of VRAM+RAM.
- Redesigned the “high” and “medium” graphic settings to be drastically better in visual quality than before, suitable for the players who want immersive graphics but run into memory issues. If you feel that the game is not working well with your system, feel free to try these new presets. your PC will run better and the game will still look great.
- Redesigned the “low” and “minimum” graphic settings to vastly improve the game visuals without additional system load.
- 105mm = 10 flares (9 + 1 in gun)
- 155mm = 8 flares (7 + 1 in gun)
- 203mm and 240mm = 6 flares (5 + 1 in gun)
- Fixed so that all fx explosions spawned via script on water and beach work in cooperative as well.
- Fixed lca exits sequence as various events caused not all soldiers to exit such as addition of lca 3 exploding without check if soldiers got out, since lca were impreg on at the time.
- Fixed all lca to happen faster.
- Fixed plane in intro to actually look more like its hitting the lca.
- Fixed positions of mguns/mortars/guns/tanks/infantry
- Fixed actor fire sequences to stop after targets destroyed in scenarios so they don't keep firing at destroyed target. (pak40/panther)
- Fixed certain scenario talks not played because using wrong event check
- Added a few more German vehicles to the reinforcement roster for more variation
- Fixed mg/mortar/gun positions, placed enemy soldiers in more logical positions: trenches, emplacements
- Updated specular settings for environment (ground was too shiny)
- Added flak88 in first ring along with few more infantry in area
- Added a few more German vehicles to the reinforcement roster for more variation
- Fixed mg/mortar/gun positions, placed enemy soldiers in more logical positions: trenches, emplacements
- Changed Siegfried dragons teeth to shed destruction
- Added a few more German vehicles to the reinforcement roster for more variation
- Fixed enemy patrol easy
- Fixed mg/mortar/gun positions, fixed wrong breeds, placed enemy soldiers in more logical positions: trenches, emplacements
- Fixed hero on doctrine 2 not staying after submenu back
- Removed a lot of heavy entities such as buildings etc on the outside of the map, and unused infantry from when map was being made.
- Updated task 2 completion is possible in more logical ways.
- Fixed issue where assign2 doctrine vehicle was set to player 0 thus playable right away in single player due to set in start.
- Various small fixes.
- Fixed recrew cannons/tanks to prevent paired up soldiers for recrew not ignoring "dont_recrew" tag
- Extend visual range for player units when recrewing
- Fixed projectiles not being synced
- Reduced fire rate (55 to 25)
- Added zeroing (increases accuracy for each shot at same target)
- Increased damage to armor (60 to 75)
- Increased accuracy slightly (.85 to .80)
r15668-15807