Call to Arms: Gates of Hell - Ostfront + All DLC (1.041.0)
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Call to Arms: Gates of Hell - Ostfront.
Разработчики: Barbedwire Studios, Digitalmindsoft.
Языки: Русский, английский, французский, немецкий, китайский, итальянский, испанский.
Редактор: работает только с запущенным приложением Steam.
Размер игры: 83 ГБ (около 75-85 ГБ с доп. языками).
Версия игры: 1.041.0.
Основная цель проекта Call to Arms - Gates of Hell: Ostfront - передать реализм и воплотить в жизнь именно ту стратегию, которую всегда желали игроки: никаких упрощений геймплея, легкого пути не будет. Предоставляя наиболее глубокое и точное погружение в сеттинг Второй Мировой войны.
Если вы долго ожидали игру которая повествует вам истории истории войны. Платформу которая позволит вам воспроизвести сражения. Вам не стоит больше искать, а настало время погрузится в Gates of Hell.
Дополнение к Call to Arms включает в себя восточный фронт Великой Отечественной войны между СССР и Гитлеровской Германии.
Начиная с 1941 и до конца войны в 1945. Игра представит развитие армий и их технологий в один из самых разрушительный конфликтов в истории человечества.
Дополнении:
Дополнение «Talvisota» для CtA: GoH - предлагает игроку Финскую фракцию с возможностью пройти бои на севере между 1939 и 1945 годами, включая приличный арсенал и уникальные игровые механики.
Возвращение классического режима для одиночного и совместного прохождения “Схватка” расширяет Восточный фронт с новыми миссиями и обновленным грозным ИИ.
Дополнение «Scorched Earth» для CtA: GoH - расширяет горизонты восточного фронта потрясающим арсеналом техники в многопользовательском режиме игры, а также новыми кампаниями, которые завершают историю самого жестокого театра военных действий. От осады Севастополя до самых последних наступлений Второй мировой на востоке.
Дополнение «Liberation» для CtA: GoH - "Солдаты, моряки и пилоты Союзных экспедиционных сил: вы собираетесь отправиться в Великий крестовый поход!"
Это дополнение вводит в игру западный театр боевых действий 1944-го года, с участием американской фракции, а также немецкого контента для западного фронта.
Будьте среди первых, кто поднимется на Атлантический вал и прорвется через Бокаж.
Станьте тем, кто выйдет из тупика в "Битве за Выступ".
Снова переживите порыв к мосту через Рейн, по дороге к сердцу Германии!
Или же сражайтесь за Вермахт и будьте тем, кто ведет контратаки, тем, кто останавливает прорыв. Другими словами, будьте тем, кто защищает "Крепость Европы" и столкнитесь со всеми трудностями немецкой армии.
Особенности игры:
- 12 и плюс миссии из дополнений - исторических миссий доступные в одиночном и кооперативном прохождение
- PvE Динамическая кампания позволяющая сформировать свою армию для войны на фронте
- Peer-2-server PvP мультиплеер с доктринами позволяющие специализировать армию под ваш стиль игры для побед над противниками в конкурентных режимах.
- RTS режим с прямым управление юнитами от третьего лица и первого лица для техники.
- Доступно более 250+ видов техники и вооружения
- Воздушная и морская поддержка
- Система повреждения техники с внутренними модулями и реалистичной баллистикой.
- Мины, магнитные бомбы, окопы, штыки, дымовые завесы и другие механики доступны для превосходства над противником.
- Аутентичный звуки записаны с реальных образцов техники и вооружения
- Редактор карт и модов с поддержкой Workshop
- Дополнении Talvisota, Scorched Earth и Liberation.
- Возвращение классического режима для одиночного и совместного прохождения “Схватка” расширяет Восточный фронт с новыми миссиями и обновленным грозным ИИ.
Примечание:
- Запустить call_to_arms.exe по пути \Call to Arms Gates of Hell Ostfront\binaries\x64\
- Изменить язык игры, если понадобится - в настройках игры: Options > Game > Language.
- У кого ошибка "terminated exception_access_violation" : Перед запуском кампании идём в Настройки - Видео - Качество воды: Низко.
- Редактор и игра работает только с запущенным приложением Steam.
- Пароль от архивов online-fix.me (если потребуется).
Как установить (ВЕРСИЯ 1.041.0): Fixed Crash when starting Conquest in COOP mode for newly created conquests only. We are still working on Fix for existing conquest saves. Fixes for Mission: Clash at Narva Fixed crashes when loading and playing a save game in Conquest. Change Log Highlights Conquest Multiplayer Single Player Everything Else Change Log Highlights Conquest Multiplayer Single Player Everything Else Highlights Added UA and PL localizations Added new features to Domination Game Mode Added a new control panel button and hotkey to options, to Lock/Unlock a vehicle's ability to automatically switch shell types. Found in the Attack Options of control panel. Moved the abandon vehicle (self-destruct) button to new position the right control panel so that it is less likely to accidently click Updated Conquest creation screen to offer Difficulty and Economy options Conquest Added scripts for Bot Cannon crews to emit from cannons if enemy infantry get too close, to defend themselves Increased rate of earning Special Points for Support callins in Conquest Fixed tankman parka when changing from winter skin back to summer Split difficulty and Economy options in creation screen with new descriptions Reduced resources for enemy AI in conquest on Easy, Normal and Hard difficulties. Heroic remains the same Multiplayer Added many general improvements and optimization to Bot AI mission scripts Increased run speed (1.15) and health regeneration (51 hpm) to Finnish Tier 3 and 4 breeds Updated Battlezones 1v1 Farmland flag positions for better balance Fixed zone view & capture weight in domination mode if point is captured to be removed Fixed lefh18 price in Late War Replaced Soviet 76mm M1927 cannon with "late" variant with HEAT shells instead of APHEBC shells Reduced cost of Finnish bolt riflemen to be the same as German and Soviet bolt riflemen (-1 MP per man) Generally adjusted costs and cooldown timers of many units Single Player Fixes for Soviet Mission: "The Cold Supper" Fixes for Soviet Mission: "Winter Storm" Fixes for German Mission: "Back to Square One" Fixes for Finnish Mission: "Stalin's Big Guns" Fixes for Finnish Mission: "Through the Fire" Fixed flying crates on "Pavlov house" Updated german singleplayer breeds to not have any SS camo helmets Change Log Highlights Fixed several memory leak related crashes Fixed humans being able to walk through windows/walls of buildings when ordered to garrison/crew a window Rebalanced spawns and capture point positions for Domination and Battlezone maps Conquest Fixed certain tanks or vehicles lose forward or backward movement Increased some cap zones size on DCG kirjavala and kirjavala winter Updated Conquest to always load a save and not show old version warnings Reduced the maximum number of possible capturable points from 4 to 3 in conquest Multiplayer - 3v3 barrikady - 4v4 dubovka Rebalanced spawns and capture point positions for the following BattleZones maps - 2v2 balzerweg - 3v3 glushkovo - 4v4 rikila Adjusted MP bots to have less resources for Easy and Normal difficulty levels for newer players. Hard and Heroic remain the same. Fixed 'poly texmods' memory leak Fixed 1v1_forssa_dam flying grass and dam collisions Swapped team A (default allies) and B (default axis) spawn points on 2v2 monastery for both gamemodes, to be consistent with decorative/destroyed units nearby: soviet destroyed/empty emplacements near allied spawn and german destroyed vehicles near axis spawn Increased cost of 76mm_k02 for Finland in Early War Reduced MP Payback amount for Easy, Normal and Hard Difficulty bots in MP game modes Removed deep water in shallow water/crossing areas on 4v4 Vitebsk Single Player Fixes for Bootcamp Mission: "Trial by Fire" Fixes for German Mission: "The Legend of Krasny Bor" Fixes for German Mission: "Downfall" Fixes for Soviet Mission: "Absolute Zero" Fixes for Soviet Mission: "Operation Bustard Hunt" Fixes for German Mission: "Among the heavens" Fixes for Soviet Mission: "Street to Street" Fixes for Soviet Mission: "Closing the Pocket" Fixes for Soviet Mission: "The Koenigsberg Cauldron" Fixes for Soviet Mission: "The Cold Supper" Fixes for Soviet Mission: "Unbroken" Fixes for Finnish Mission: "The Bridge Too Far" Fixes for Finnish Mission: "Through Ice and Fire" Added experimental pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often Updated code to prevent craters from spawning near height/cut extenders Fixes to multiple language localizations Increased minimum screen resolution to 1360x768 Reduced Jagdtiger traverse speed and gun rotation speed Removed duplicate 15cm Stielgranate ammo entity Equalized LOD distances in cinematics (and when hiding interface) Both Battlezones and Domination vars and events includes synced up to the fact the include files store all events/vars now Changed human aiming by dropping limits for horizonal aim reference bone. Should help fix issue with humans aiming but not shooting at enemies or in some cases not rotating towards enemies at all. Fixes from Open Beta Period 1942_10_obsich - night to morning to day smooth long transition instead of instant(no ocean). Fixed some texture issues on wood bridges Change Log Fixed rocket launcher ammo desync when unit gets killed while reloading Fixed Mosin M39 normals Updated overhead squad icons for vehicles Increased accuracy for light mortars Reduced turn radius for tanks so AI will stop and neutral turn less often Change Log Highlights Fixed towed guns not spawning attached to towing vehicle in Multiplayer Everything else Added new 15mm HE FX and adjusted 15mm tracers Updated doctrine_sdkfz234_4 to tier 2 (Scorched Earth) Fixed that mid war soviet semiauto single buy is SVT40 Increased limit of doctrine_squad_volksgrenadieredetach from 4 to 5 Reduced doctrine_sdkfz234_4 cost by 5 dp Removed bazooka from defensive pre spawned humans for conquest AI 1.027.0:
1. Качаем игру с торрента.
2. Запустить игру call_to_arms.exe по пути \Call to Arms Gates of Hell Ostfront\binaries\x64\
- на данный момент эта версия для одиночного прохождения или по локальной сети.
- игра и редактор работает только со Steam.
- чтобы не качать все 83 ГБ, можете в папке localizations убрать галки с архивов-видео на других языках.
Как установить (ВЕРСИЯ 1.037.0):
1. Качаем архивы с торрента.
2. Качаем программу 7zip.
3. Открываем программой 7zip первый архив (их всего должно быть 5).
4. Видим сверху кнопку "Извлечь", нажимаем.
5. Появится путь куда распаковать игру. Распаковываем в подходящую папку например Games.
6. Распаковывать нужно только ОДИН архив, остальные не трогаем. Когда вы нажали кнопку извлечь, он распакует все архивы вместе.
7. Ждем распаковки пяти архивов.
8. В принципе всё, запустить игру можно call_to_arms.exe по пути \Call to Arms Gates of Hell Ostfront\binaries\x64\
Если будут проблемы, обновите - Microsoft Visual C++.
Возможные ошибки:
1. Поврежденный архив. Используйте программу 7zip, не WinRAR, тогда всё получится.
2. Рандомная ошибка на любой ресурс игры. Причина: слишком длинный путь игры. Используйте короткий путь, например: D:/Games/Call to Arms Gates of Hell/binaries/.
3. Отсутствует файл OnlineFix64.dll. Защитник и антивирус может блокировать DLL файлы. Исключите блокировку файлов или отключите программы (запасные файлы лежат в папке Fix Repair).
4. В новых версиях игра может не запуститься если вы имеете средний монитор - 1280x1024 (черный экран и вылет).
5. Если игра запускается на 10 секунд и потом вылетает - запустите Steam (так же смотреть пункт 4).
6. Игра не обнаруживает моды. Папка mods создана не в том месте. Создайте её в папке игры: D:/Games/Call to Arms Gates of Hell/mods/ (не нужно её создавать в папке binaries).
7. Мод всё равно не видно, в чем проблема? Скорее всего вы неправильно распаковали мод или в названии мода есть пробелы.
Если что-то не получается вы всегда можете ко мне обратиться в дискорд: ghosteron4.
СИСТЕМНЫЕ ТРЕБОВАНИЯ:
МИНИМАЛЬНЫЕ:
ОС: 64bit - Windows 7, 8, 10, 11
Оперативная память: 8 GB ОЗУ
Видеокарта: GTX 1050 / RX 550
DirectX: Версии 11
Место на диске: 85 ГБ
Звуковая карта: DirectX 11 compatible
РЕКОМЕНДОВАННЫЕ:
ОС: 64bit - Windows 10
Оперативная память: 16 GB ОЗУ
Видеокарта: GTX 1070 / RX 580
DirectX: Версии 12
Сеть: Широкополосное подключение к интернету
Место на диске: 85 ГБ
Звуковая карта: DirectX 12 compatible
Fixed DLC missions from being locked in main menu in most cases
Fixes for Mission: Street to Street (kiev)
- Improved Intro
- Fixed issue in CooP where starting vehicles were cloned but not controlable
- Fixed deletion of vehicles in rare instance
- Fixed fallback timer from being hidden when player
- 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 overal 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 scipted 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/movemement
- 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
Updated defaults for volume faders in options/audio menu
Remixed volume levels of all sounds to be in line with new defaults.
Recommend all users to reset Audio settings to default and adjust to personal preference from there.
- 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.
Added control panel button to change the speed of your infantry (walking/running) for slow patrols etc. Found in the Special Options of control panel.
Added More Support Call Ins to all Nations in Conquest (More air and off map artillery assets)
Updated Conquest Difficulty selection to use the same modifiers that were previously only present in Campaign and Skirmish missions.
Fixed Difficulty levels to work correctly when playing for Campaign and Skirmish missions in COOP. COOP and Solo were not an equal experience before.
Fixed F5 Attack order for infantry when prone, to remain prone and advance/attack as they encounter enemies
Added More Support Call Ins to all Nations
- Recon Plane
- Light Airstrike (50kg bomb)
- Medium Mortar Barrage
- Heavy Mortar Barrage
- Medium Smoke Barrage
- Medium Artillery Barrage
- Heavy Artillery Barrage
Added many general improvements and optimization to Bot AI mission scripts
Added Bot AI mission scripts so that bots will tend to stick around flags more once they reach them
Added no_scavenge tag to defenders heavy MG's in conquest so they cannot be captured for the next battle. They can be crewed in the current battle.
Added tags so that bots do not recrew ammo boxes
Increased cap zones size on DCG Puhoksen and Puhosken winter
Fixed crash with missing color map for DCG balaton map
Fixed Finland AI so it cannot buy Heavy Artillery from in Tier 1
Fixed flying crates for map dcg_bykovo
Fixed missing trench for map dcg_puhoksen winter
Fixed spawns being too close to a flag on dcg_stalingrad_outskirts
Fixed hole in cliff for maps Natramal and Natramal winter
Fixed "traitors" on allied defenders. This was tied to the friendly bot defenders who man the mg's as they were cloned by engine and thus script would miss and consider them as enemy bots.
Fixed missing FIN airplane/airstrike.
Fixed spawn locations on several conquest maps so that enemy cannot shoot units in spawn
Fixed in Conquest creation screen misalignment of the Fog of War option
Fixed bridge rails being destructible on map DCG Runway
Split values, resources, duration, difficulty values into separate files
Bump save version to apply the appropriate setting for existing campaigns
Fixed Resupply cost of airstrikes to match their original Special Points cost
Fixed airstrikes & emplacements showing up in-game when they are not staged
Reduced mine fields chances to ~<40% to occur against players
Removed Budget values from Support Call ins on in-game icons and tool tip
Removed temporarily pre-placed mines on map when player is defender and has researched defense level 2 (they could kill player/friendly units)
Changes to Domination Game Mode
- 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
Added that the score of unit that dies to a world kill will be awarded to the last attacker. If no last attacker, then opposing team gets the score.
Added spectator slots to steam lobby member limit
Added transport trucks to be included in most Doctrine Artillery purchases
Added Level 8 Veteran Crew to IS2 M1945 Doctrine Unit
Added stielgranate 42 to 15cm sIG33 in Mid War
Added Fallschirmjäger crew with cannon skill to LG40 in Early war and conquest
Added starting timer for Tier 3 Infantry squads for all nations and time periods
Increased cannon weapon skill for Finnish Late War Jaeger Cannon crew and reduced their soldier cost
Increased CP for most doctrine Indirect Rocket and Standard Artillery. Previous maximum was 40CP, now 60CP. Mortars not affected.
Increased timer for transport trucks to 5 min after each purchase. No initial timer at the start of the match.
Increased price of German infantry MG34/MG42 Belt (250 Rounds) by 5 MP
Updated bots to be able to buy towable units
Updated bots to drive truck away after un-towing a cannon and driver leave vehicle instead of driving on
Updated bots to prioritize maintaining a certain amount of infantry
Updated 2v2_shaforovo tractors to be driveable
Updated the MP buy menus for vehicles so it displays the most expensive unit affordable as opposed to a standard menu
Updated crew of ampulomet in all periods from riflemen to artillerymen
Updated spawn zones, base locations and capture points on most Domination maps for better balance/gameplay
Updated recon squads to be on their own group/timer so they do not reset other tier 2 squads when they are purchased
Changed Soviet Late War AT detachment to have the PTRD instead of the PTRS
Changed Soviet Mid and Late War AT rifle Squad to have 2 PTRS and 1 PTRD, instead of 1 PTRS and 2 PTRD
Fixed crash when goliath tank explodes
Fixed AI bots prioritize to capturing the D flag on 2v2 Suburbs like they should
Fixed misspelling of doctrine in bot unit roster's type
Fixed missing infantry defines for conquest Germans: nco_asst_sa, and antitank_4
Fixed 2v2_courtyard floating house that was unenterable
Fixed 3v3_hungary ocean mask so water doesn't fill trenches, shell holes, etc away from water/mud areas
Fixed 3v3_hungary camera drops near borders
Fixed 3v3_hungary by turning some cliffs which would cause physics bugs
Fixed 3v3_trenches camera drops near borders
Fixed 4v4_grassland floating fences
Fixed 4v4_vitebsk flying rocks
Fixed several holes in the trenches on MP King of the hill
Fixed bridges pathing on 1v1_reka
Fixed some railway heights on 3v3_barrikady
Fixed bridge pathing on MP Forssa dam
Fixed spawn points and battle zones flags for balance on 1v1_forssa_dam, 2v2_blizzard, and 2v2_tikhvin
Fixed bridges blocking vehicles on MP Karvola & DCG Karvola winter
Fixed bridges to be larger for vehicles to go on them on maps MP blizzard & DCG narofominsk
Fixed broken ground texture transitions on MP mikli
Fixed flying trees on MP suburbs
Fixed crash with T37A when turret is torn off and player attempts to pick up "linked" MG
Fixed CP of Finnish Tank Crew in Early War multiplayer. Was 1 instead of 2.
Fixed crew of M41 Ampulomet to be artillery crew instead of rifleman
Fixed German Engineer 1 from spawning without helmet sometimes
Fixed issue in bot roster for Finland in conquest - squad_at_late(fin)
Reduced score gained/lost from killing artillery signaler
Reduced CP for Standard buy menu 105-122mm Artillery by 5cp
Fixes for Soviet Mission: "Absolute Zero"
- 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
Fixed ocean mask on "Back to Square One"
Fixed water in a foxhole on "Unbroken"
Fixed flying rock on "Operation Bastard Hunt"
Fixed broken texture transitions on "Trial By Fire"
Fixed missing crater stamp on "Downfall"
Fixed Difficulty levels to work correctly when playing for Campaign and Skirmish mission in COOP. COOP and Solo were not an equal experience before.
Fixed flag texmods resetting to soviet flags in several single player missions
Fixed newly user purchased units from sometimes going back to spawn in skirmish missions
Added new 'Region' option to Conquest creation screen that will choose map pool selection. Ex. Osftront Maps only, Osftront + Finnish Maps etc. Feature is moddable.
Added new prop 'engine' to vehicles with engines so only they have the engine button on the right control panel
Moved Engine button in right control panel to same location as cannon switch stance button
Moved Ammo Switching Lock button in right control panel to where engine button use to be
Added experimental pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often
Added "Kick" button for MP and CooP hosts to use during loading screen
Added new pathing settings for vehicles and cannons to not get stuck on cliff edges and trenches as often and work on bridges and tight spaces better
Fixed several Conquest related crashes
Fixed several online sync issues
Fixed several cases of humans not shooting at other humans due to skeleton limits and alignment
Fixed human continuing previous move order, when new move order was to garrison/crew a window. New order should override old order now, as it should
Fixed canceling a squad formation move order so that whole squad stops instead of just squad leader
Fixed crash on MP server on airstrike, if airstrike can't happen (cooldown)
Fixed sync issue with cannon when link/unlink using quick command
Fixed inventory sometimes weapon stayed locked ("flashing") after failed boarding attempt
Added new 'Region' option to Conquest creation screen that will choose map pool selection. Ex. Osftront Maps only, Osftront + Finnish Maps etc. Feature is moddable.
Added CampaignDefenderBotId, CampaignFirstPlayerId, CampaignFirstEnemyId to lua script
Added failsafe for any saves that might have captured vehicles by player still with disabled movement as a result of vehicle being disabled/decrewed during mid script situation. This fixes any "stuck" vehicles player spawns that were previously captured in battle.
Added 37mm m30 AT Gun to USSR in conquest
Added Panzer Pioneer team with Sdkfz.302 (Goliath) to conquest
Added Panzer Pioneer team with Sdkfz.303b (Goliath) to conquest
Fixed spawn zones on conquest maps dcg_a_kalinin and dcg_raseiniai so they are farther away from enemy defenders
Fixed conquest defense levels to require researching previous level before unlocking next level
Fixed CP values for 76mm_k02_30_40 and 75mm_pstk9738
Fixed various scripts related to stage_specials airstrikes
Fixed CP and cost for 75mm pak9738 top be consistent between GER and FIN use
Fixed crash on resupply of units after battle
Fixed crash on loading save game
Fixed another conquest crash
Fixed ai logics related to vehicle disableforward/reverse in conquest
Fixed CP of Soviet Assault Sappers and BSF Marines in conquest 2CP instead of 3CP per soldier
Fixed tags on arrowpointers for dcg_shaforovo
Fixed unenterable house on MP & DCG shaforovo
Fixed floating shed on DCG Vyazma
Fixed floating grass on the bridge on DCG Vainikalan winter
Fixed missing includes for dcg script in dcg_black_sea_coast
Fixed Finnish Bots in conquest to buy the correct BA-10
Fixed building scale on dcg_puhoksen and dcg_puhoksen_winter
Fixed dcg_pinsk removed legacy no_pass terrain which was blocking units for no reason
Fixed fallen trees blocking vehicles on DCG Kymhi airfield and Kymhi airfield winter
Fixed prop vehicles inventories on DCG Mannerheim
Fixed some issues with pathing around cliffs on DCG Natramala and DCG Natramala winter
Fixed unenterable house on DCG shaforovo
Updated AI scripts and tags to fix various issues
Updated ammo for conquest Maxim MG emplacement to have AP ammo like standard Maxim MG
Updated enemy airstrike targeting logic double checks if no vehicles as initial pass, to make sure selecting user target(at least during fly by) to prevent bombing their own ai units.
Reduced CP cost of MG emplacements and Searchlight in conquest
Rebalanced spawns and capture point positions for the following Domination maps
- 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 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 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 mannerheim
- 2v2 monastery
- 2v2 shaforovo
- 2v2 suburbs
- 2v2 tikhvin
- 2v2 urban hell
- 2v2 vainikalan
- 3v3 lakhta
- 4v4 olkhovatka
Adjusted CP scale for Doctrine Artillery and Rocket Artillery units so that:
- 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
Added "Kick" Button for host when loading maps in MP and CooP
Added ability for host of MP lobby to kick users in spectator slots before match starts
Added new lua scripts for bots to account for spawning on any side of the map (A or B side) in Battlezones and Domination
Added KV1 M1942 to Regular Buy menu for Late War Soviets
Added limit of 1 purchase for Doctrine Artillery Signaler per player
Added towing vehicle to each towable doctrine unit that was missing one
Fixed 'doctrines' memory leak
Fixed crash on server on airstrike, if airstrike cannot happen (cooldown)
Fixed sync issue with cannon when link/unlink using quick command
Fixed inventory sometimes weapon stayed locked ("flashing") after failed boarding attempt
Fixed human parachute related desync
Fixed sync issue with vehicle chassis type switch on entering/exiting water
Fixed weather selection problem on some of the MP maps
Fixed 1v1_uran winter texmods & bridges alignment
Fixed 1v1_workshop intangible steel beams
Fixed 2v2_fall flying barn
Fixed 2v2_industry ruins showing wrong pathing option
Fixed 2v2_kavichy_factory misaligned fences
Fixed 2v2_mannerheim prop vehicles inventories
Fixed 2v2_monastery windows not being crew-able on church in the middle
Fixed 2v2_shaforovo unenterable house
Fixed 3v3_glushkovo one bridge indestructible
Fixed 3v3_lakeside_airfield prop barge ables
Fixed 3v3_Natramala some issues with pathing around cliffs
Fixed 3v3_posenov house being underground
Fixed 3v3_sopheke_quarry some pathing issues with cliffs, fixed floating houses
Fixed 4v4_Rikila intangible train car and railways
Fixed 4v4_vitebsk broken texture transitions, indestructible water tower
Increased initial timer of su152 to be same as is1 timer
Increased Finnish Late War soldier inventories to have comparable AT grenade as their Mid War counterparts
Reduced price of KV1 M1942 from 40DP to 35DP for Soviets
Reduced the score gained/lost for shooting down airstrikes by 50%
Reduced the amount of MP earned from capturing objectives in Domination mode from 300 to 150
Fixes for Bootcamp Mission: "Military Camp"
- 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
Everything Else
Added new prop 'engine' to vehicles with engines so only they have the engine button on the right control panel
Moved Engine button in right control panel to same location as cannon switch stance button
Moved Ammo Switching Lock button in right control panel to where engine button use to be
Added early, mid and late infantry breeds to the unit library
Added Panther A armor variant, additional track armor on the engine, track armor around the turret
Added geballteladung_3kg to sdkfz231
Added suspension system to Panzer1F, Stug3B and Stug3F
Added priority for humans to target other humans with grenade in hand, if within 40 meters distance
Added new susp. system and track's break animation to Sdkfz302 and Sdkfz303b (Goliaths) and x model textures
Added aiming while reloading for vehicles when both gunner and charger slots are crewed (WIP)
Added allowance for .ply files to be in a different folder (possibly shared between models) when applying ply texmods
Added new obstacle entities for blocking pathing up cliffs (still need to be applied manually to maps)
Updated script include files to include all events and vars, not just logic ai related
Updated vision for transport and supply trucks to not have 360° visor
Updated Panzer IV J extra track armor to all be separate pieces and can be shot off
Updated all Panther's front fenders to not go off when shield is toggled
Updated interaction scripts for vehicle engine code so Karl Thor's engine automatically will turn off/on depending on its stance (fire or move)
Updated Jagdpanther x models
Updated suspension system to panzerjager1 and jagdpanther
Updated suspension system and new track to hetzer
Updated interaction scripts for construction parts and x model behavior to be more friendly to unit pathing
Updated diesel_hut building so humans will walk between garrison-able windows instead of teleporting
Updated new pather radius to improve vehicle pathing
Updated lighting on inventory view of dp27
Updated description of video settings
Updated interaction scripts to call_synced most events based on {if effector_velocity} checks
Updated tags for Pistol, SMG, MG, Rifle and AT Rifle ammo along with target/ammo.set and related interaction scripts
Fixed obstacles on BF110 so that vehicles path better around them when destroyed / on the ground
Fixed some dummy items from showing in the Library that should not have
Fixed AP ammo not resupplying for 107mm M1910/30
Fixed resupply for 15cm SiG33 Stielgranate ammo
Fixed being able to direct control infantry through walls of generic_ruin_07 in some cases
Fixed engine mesh for Stug3B and Stug3F
Fixed Marder 3 body break and repair animation
Fixed Jagdtiger reverse speed
Fixed pzgren texture when changing from winter to summer uniform
Fixed hitbox of Panther A ball machinegun on front hull
Fixed x and xx model of IL2 right wing
Fixed missing fire fx for Karl Thor when engine is destroyed
Fixed issue with Jagdpanther showing penetration decals on the front side of tracks
Fixed 150mm_sw34 Searchlight to not explode when destroyed by pierce damage
Fixed AP type shells from being able to penetrate vehicle beyond max weapon range when the penetration should have been 0
Fixed humans being able to walk through windows/walls of buildings when ordered to garrison/crew a window
Fixed canceling a squad formation move order so that whole squad stops instead of just squad leader
Fixed human continuing previous move order, when new move order was to garrison/crew a window. New order should override old order now, as it should
Fixed issue where extra crew positions on cannons and tanks would be considered passengers. Following issues should be fixed:
- Some of the crew leaving the cannon/tank when spotting enemies
- Not all crew leaving the cannon/tank when given the first emit order
Fixed on the T-27 1st person view breaking if linked MG was removed and replaced with other weapon
Fixed T60 and T27 vehicle view
Fixed missing icon for MMG Carrier doctrine unit in results screen
Fixed number a crew of Panzer 3 Flamm from 5 to 3
Fixed shore environment sounds not playing properly in relation to distance from camera
Fixed issue with T26 M1931 when turret is torn off, then vehicle explodes, turret re-appeared on tank
Fixed auto-cannon shells getting the "shell" tag when they shouldn't have by updating tags on all set/stuff/shell/xxxx.ammo files
Fixed Landsverk L62 broken turret not displaying in vehicle view (bottom left corner of UI)
Fixed humans disappearing when garrisoned in certain buildings, and those sections of building were destroyed. Humans should now die and fall to ground.
Fixed when 2nd gun (Hull Gun) of PanzerB2 is broken, that it cannot aim/shoot until repaired
Fixed issue with humans garrison building delivery_plant and floating high up above the window
Fixed moto class vehicles being destroyed by fire not counting towards kill score and still using CP
Fixed penetration decal from appearing on the front/rear of tracks on Panzer1F
Fixed roof corners of ukr_hut from being able to collide with objects (tall vehicles should no longer get stuck on the roof edges)
Fixed shell casing making the wrong sound/fx when falling on to bridge terrain
Fixed stonewall_rural_01-03 causing path issues for cars and trucks when breaking
Fixed Panthers reverse speed
Fixed aiming at distant tanks in First Person mode (much much less twitchy behavior from cursor and turret sometimes rotating on its own)
Fixed another case of humans being unable to shoot while prong due to bone miss-alignment (MODDERS this means human.mdl has been updated)
Fixed weapon state after cancelling weapon mounting (plagued the panzerfaust)
Fixed humans clipping weapons through walls and being able to shoot
Fixed humans becoming unresponsive when aiming in direct control, when close to cover (gun pointed up)
Fixed issue with garrison-able positions in structures, breaking when human is inside and mission is saved
Fixed most cases with humans sometimes not entering garrison-able position and instead walking back and forth close in an endless loop
Fixed cancel order resetting all the way to idle (and making soldiers reload because of that)
Fixed charger pose in ford 3ton breda
Fixed several light tank xx models not having thickness for their volumes
Fixed enumerator order for all vehicles
Fixed humans not dying when hit directly with 20-25mm autocannon shells and health dropping below 0
Fixed finnish_hut roof part hanging in air when destroyed
Fixed muzzle fx location on Mosin Carbine
Fixed german humanskin issues
Fixed missing winter textures for x models of Soviet M3 Stuart
Fixed human ladder climbing orientation for mu-14_1939 and ma-24_1939 bunkers
Fixed mts-fuel container from being able to be exploded twice
Fixed blend mode of textures for clay_pile stamp
Fixed 2 windows that were not garrison-able for the finnish_wooden_church
Fixed recoil and barrel volumes for 25mm_72k
Fixed recoil for gaz_aaa_72k
Fixed nco parka ranks and some missing .mtl files in some skins folders
Fixed missing sound for flamethrower when out of full (click sound)
Fixed volumes on wood_bridge_205 that blocked vehicles from driving on it
Increased resupply cost of Karl Thor HE shells
Increased the max bullet spread for soldier carried MG's when firing long bursts
Increased durability of non-armored cars and trucks body and engine components slightly
Increased rate of penetration reduction beyond weapon max range for bazooka class weapons
Increased slightly the reload times for most rocket artillery 10-20s
Increased pathing cost for driving over electrical poles
Increased Jagdtiger reload time from 16s to 18s
Increased number of burn particles that shoot out of flamethrowers per shot from 1 to 2, effectively doubling the rate of fire
Increased radius of heat damage from flamethrower burn particles from 0.9m to 1m for handheld, 1.2 for vehicle flamers
Reduced durability of Karl Thor to that have a Medium tank instead of Heavy tank
Reduced damage done to vehicle components after penetration for Heavy MG's. Was nearly the same as a 20mm before change.
Reduced sensitivity for to the click and drag formation and cover features so allow for easier fine tuned spacing
Reduced accuracy of Karl Thor to be similar to that of the 280mm BR5
Reduced max spread of 280mm_br5 from 35m to 30m
Reduced slightly the heat damage of each individual flamethrower burn particle to help keep some balance with increased rate of fire. Overall, flame weapons are stronger and more lethal
Removed duplicate 15cm sIG33 from Library
Removed {ground} from target/ammo.set in most cases as it causes auto cannons to shoot after target moves or is dead
Removed bullet class weapons from being able to target cannons. Should make them target crew instead.
Changed bolt rifles to use burst mechanic so they will fire multiple rounds quickly at targets that are close by ~30m
Fixed autocannon's not targeting vehicles properly with AP/APCR ammo
Fixed missing localization for new German Goliath Squads in conquest
Fixed 4v4 swamp ammunition crash due to extra bracket
1943_02_krasny_bor - intro sp fix.
1940_01_Raate_Road - truck/cannon/tank stolen counter fixed to count 1 item at a time, to prevent situation where player brings multiple at same time and miscount.
- 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.
Updated several of the oldest DCG maps to the newest visual standards
Reduced resupply cost of 50mm mortars from 5 to 3
Fixed inconsistency of 82mm mortar HE resupply cost
Fixed human unit state desync after unsuccessful boarding of vehicle
Fixed Sdkfz250a_11 missing 1st person view
Fixed ables for vehicle windows
Fixed damage_process_pierce for AT Rifles (order listed is important)
Fixed randomized crew_shock time so that it would not add a small amount of time when shock time should be 0
Fixed a couple of fallen_tree entities to break when contacted by cars and armored cars
Fixed some normal map issues with the tiles ground texture
Fixed wood_bridge_205 material
Fixed localization redefinitions
Fixed total tank crew count for T50_fin in MP
Fixed T50 and T50_fin having 1 crewmen leave when spotting enemy
Fixed obstacles class for several _industry/environment entities
Fixed crash related to test mission file in 2v2_tikhvin map folder
Fixed pathing around cliffs on MP Jarven, Reka and Karvola
Updated log bridge textures and added winter texmod
Updated yellow band to icon above humans carrying Soviet HE rifle grenade (Same icon as AT rifles)
Updated flag_stick to be destructible
Updated crew of cars/trucks to be targetable *test* before only gunners were targetable
Updated german soldiers with k98_grenade_launcher to have it in hand and spawn and it comes preloaded with HEAT shell instead of HE
Updated conquest scripts to use bot spawn points for logics
Increased zeroing accuracy for all mortars by ~%10 after multiple shots
Reduced cost of terrain type in pathing formula so units can leave roads more often
Fixed timing issue with ejected shells on automatic small arms (new tag added to semi_auto rifle weapon preset)
Fixed issue with some trees not having obstacles thus causing vehicles to path into them when they should go around
Updated volumes on trees to extend slightly through ground so they fall more consistently on contact
Updated CH localization
Added Liberation DLC with all the US and German content
Added new MOCAP death animations
Added t28e to sov midwar mp roster
Added t35_late to sov midwar mp roster
Added AA MG to lend lease stuarts
Added 30 second cooldown to all squad_2_recon that had it at 0
Added localization for hvap ammo type.
Added ability to shoot off light bulbs with bullets
Added poses to m3 stuart and m3a1 stuart
Added turret speed defines for more consistent final turret traverse speeds
Added new portraits
Updated zones on 1v1 losheim gap for both gamemodes
Updated some localizations
Updated P47 texture
Updated zones on 4v4 hill 331 for both gamemodes
Updated sov sherman mp cost consistency with usa shermans
Fixed some issues on Stalin's big guns (Talvisota)
Fixed missing small icons for doctrine_ba20_mid and doctrine_ba20_late
Fixed pathing issue with cliffs on DCG Kymhi airfield and Jymhi airfield winter
Fixed house garrison ending up underground on MP Sikovitsy
Fixed reinforcement buttons being stretched
Fixed issue with sdkfz6/2 pointing gun straight up
Fixed WP and instant smoke shell FX hitting water terrain
Fixed to squad names (ua/ru localization)
Fixed price of avt40 in MP
Fixed zis6 texture
Fixed cossacks cp being too high
Fixed issue with AT rifles causing double damage per shot (updated interaction scripts for damage_process_pierce)
Fixed target class for goliath tanks
Fixed rear wheel for BF109 G6
Fixed crew issues with panzer35s
Fixed missing thickness volumes for Il-2
Fixed German parka uniforms.
Fixed icon_small for mid war fallschirm offensive squad
Fixed texpoly texture issues with file dependencies
Increased reload time for 82mm_bm8_48 by 30s
Increased cost of panzer4f1 by 40 mp
Increased cost of kv1_40 by 45 mp
Reduced initial timer of t35 from 720 to 360
Reduced doctrine_sdkfz234_4 cost by 5 dp
Reduced initial timer of t35 from 720 to 360s
Reduced CP cost of Panzer 4 F1 in conquest by 5
Reduced CP cost of T3476 M1940 by 5 to 30 in Conquest
Reduced doctrine_panzer3flamm cost by 5 dp (midwar)
Reduced cooldown of squad_pzlehr_pzgren_late_all2 and squad_pzlehr_pzgren_late_mech_all2 by 30 seconds to be consistent with their numbers
Reduced doctrine_107mm_m1910_30_late and doctrine_107mm_m1910_30_mid and doctrine_107mm_m1910_30 cost by 5 dp
Reduced 107mm_k10 cost by 5 dp in all periods
Reduced 120mm_k78_31 cost by 5 dp in all periods
Reduced doctrine_105mm_k34_early and doctrine_105mm_k34_mid cost by 5 dp
Reduced doctrine_t60 (mid) cost by 5 dp
Reduced cooldown of squad_pzlehr_pzgren_late_all2 and squad_pzlehr_pzgren_late_mech_all2 by 30 seconds to be consistent with their numbers
Reduced doctrine_107mm_m1910_30_late and doctrine_107mm_m1910_30_mid and doctrine_107mm_m1910_30 cost by 5 dp
Reduced 107mm_k10 cost by 5 dp in all periods
Reduced 120mm_k78_31 cost by 5 dp in all periods
Reduced doctrine_105mm_k34_early and doctrine_105mm_k34_mid cost by 5 dp
Reduced doctrine_t60 (mid) cost by 5 dp
Torrent.
1.031.0:
Yandex Disk, Yandex Disk 2
1.030.0:
Yandex Disk, Yandex Disk 2, Mega
1.029.0:
Yandex Disk, Yandex Disk 2, Torrent
1.028.0:
Yandex Disk, Yandex Disk 2, Mega
Yandex Disk
1.026.2:
Yandex Disk
1.026.1:
Yandex Disk, MEGA, Torrent
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