Releases: cohstats/coh3-data
v2.3.1-1
What's Changed
- Update game data to version 44736 by @github-actions[bot] in #86
Full Changelog: v2.3.0-1...v2.3.1-1
v2.3.0-1
What's Changed
- Update game data to version 44544 by @github-actions[bot] in #85
Full Changelog: v2.2.5-1...v2.3.0-1
Overview
The Topaz Rhino (2.3.0) update will be available for Company of Heroes 3 today and includes new maps, a refreshed main menu, loadout, and store experience, quality of life updates, bug fixes, and multiplayer balance changes. We are also excited to introduce four new cosmetic Ultimate Sets.
Many of the fixes and changes included in today’s update are thanks to your feedback, so please continue to report any issues to us at help.relic.com.
Gameplay, UI, and Systems
General UI & Menu Updates
Refreshed the Main Menu
Replaced the Store with a new layout highlighting Battlegroups and cosmetics
The Loadout menu has been updated with a 3D showcase view of units and new 2D cosmetic swatches
Player profile customization moved into the profile screen
Expanded the Resume feature to include Multiplayer modes
Made confirmation popups cancellable with Escape
Multiple general tooltip fixes across the game
Fixed cases where community map contributor names were not being cut off correctly
Updated 9 commonly used icons
Updated 42 multiplayer icons
Updated the surface reflection for certain UI and Menu assets
Matchmaking, Lobbies, & Friends List
Swapping slots with an A.I. player no longer resets A.I. difficulty to Easy
Fixed Steam friends not appearing in “Online Steam Friends” if not added in the game itself
A.I. Takeover difficulty changed from Normal → Hard (Hard has no negative or positive modifiers and is the most “fair”)
Maps
New Maps added to all modes
Égletons - (1vs1)
Community map makers DutchToast and FoolishViceroy have lovingly restored this Company of Heroes 1 classic map. Featuring a beautiful urban commune, overlooked by a huge, exposed hilltop, players will be hard-pressed to spread their attention across the entire frontline. This map features a wide variety of gameplay elements, including garrisons, exposed roads and dominating hilltops; flexible strategies will win the day.
Once a quiet town nestled among the hills, Égletons now stands at the crossroads of war. Its towering buildings and commanding heights define its strategic value, but its control is defined by the winding supply routes in the valleys below.
Classic Company of Heroes community map, originally created by Cam51.
Pisa Centrale - (2vs2)
The marshalling yard of Pisa was heavily bombed during 1943. Take command of the Allied forces seeking to liberate it on the ground, or the Axis forces vying to defend its ruins. This map features a vast, open railyard with exceptional sight lines, with ruined urban and industrial complexes on either side. Decide where is most valuable and lock it down - your forces will be spread too thin to hold it all.
“Our Operations Officer sat us all down before we took Pisa. The whole city had been bombed a year earlier, in ’43 – flattened. We were about to shell what remained to dust before marching back in. “Don’t expect a parade”, he’d said.”
Once a vital rail hub in Tuscany, Pisa’s marshalling yard became a key target for Allied air raids as forces pushed North. Bombed rail lines, shattered warehouses, and ruined streets now form a scarred battlefield.
Sedjenane Marshes - (3vs3)
Steaming cork marshes spread as far as the eye can see in this dense, tropical wilderness. Players will be able to cling to the foliage for cover, or risk the industrial complex buried at its heart, but nothing lasts forever; artillery and vehicles will clear the forests away quickly, leaving the marshes as an exposed and dangerous battlefield to contest.
The wet, damp cork forests of Sedjenane were in stark contrast to the images British and American troops had been shown of North Africa. This vital strip of railway, connecting Mateur to Bizerte and then to Tunis, saw four months of combat.
British and German paratroopers, both operating in ground combat roles, clashed for the first time in this humid swampland, earning the British the moniker “Red Devils”.
Castello della Nebbia - (4vs4)
Our third-place winner from 2025's Map Making Competition has finally arrived! Created by TheSphinx, this vast, autumnal landscape has much to offer: quarries, hilltop ruins, and forests aplenty. With three large areas to fight over, players will need to cover more than just their own lane - teams that can communicate and share the burden will prevail.
The Gothic line was broken. As Axis forces began their retreat in Italy’s northernmost mountains, the Allied advance stalled. Since resources were now being stretched thin across multiple Allied zones in Western Europe, the “soft underbelly” of Italy hardened with stagnation.
With heavy rains and snow scheduled, both forces hunkered down and braced for what was to become a brutal final Winter in Italy.
Map Quality of Life Improvements
We have been collecting feedback from our Official Discord and making changes where we felt they were most needed. Thanks again to our dedicated community for all feedback provided; please do not hesitate to leave any further feedback or issues on our maps.
Unearthed a number of hidden cover objects in Campbell's Convoy and Gardens multiplayer maps. These buried objects were intercepting thrown grenades, causing them to fail to reach their target
Fixed a pathfinding issue that caused vehicles to slide sideways
Fixed a bug that caused vehicles to be stuck in uninterruptible trench crossing mode for longer than necessary
Improved vehicle path planning around trenches
(2) Road to Tunis - Improved pathfinding near the Western +10 Fuel point, where squad-splitting was common. Also created a small infantry-only path near one of the central buildings, to better enable units to retreat directly back to their HQ - previously units would be forced to run towards the enemy due to a nearby wall
(2) Taranto Coastline - Western HQ area has been slightly adjusted to provide more space for construction. It was previously possible for British players to run out of space if their production buildings were poorly aligned
(2) Tuscan Vineyards - Adjusted the Northernmost +5 Fuel point to be closer to the opposing player's stone wall. Units in cover against this stone wall should have vision of the entire capture area. This now mirrors the cover and vision provided by the +5 Fuel point on the opposite side of the map
(4) Alamein - The atmosphere transition added in a previous update was unintentionally causing the sun to arc 150 degrees instead of the intended 30 degrees (which was causing the light level to increase dramatically and decrease again by late-game). The new transition will be slow, gradual and the map will only increase in brightness
(4) Santuario - Removed a wooden fence near the Northern supply area. This fence was preventing units from using heavy cover nearby and was causing cover to be unbalanced in this area
(4) Operation Eindhoven - This map featured four "safe" Fuel points, which were difficult to take away from the enemy once they were captured in the early game. This prevented Fuel income from changing much during most matches. One of the safe +5 Fuel points for each team has been swapped into unsafe positions, replacing +5 Munitions points. This should enable players to be more aggressive on this map, and provide more varied Fuel income
(4) Elst Outskirts - Created a hole in the wall near the Southeastern +10 Fuel, to better enable the defending player to reach it. Comparatively, the Northwestern +10 point has been moved slightly to better balance the time for each defender to reach these points. Also added additional cover to a warehouse building, helping force units to use the safest door available to them. A large wooden fence has also been removed near the Western +10 Fuel point and replaced with a permanent, light-cover ditch to improve pathfinding and late-game cover in this location
(4) Semois - Added additional map entry points behind the player's HQs. This will improve the arrival time for units deployed via Battlegroups
(6) Catania Crossing - Removed a rock that was tall enough to block sight and shots, but was blocking neither
(8) Powderkeg - Adjusted the position of two civilians, who were leaving impasse after they retreated. This was creating significant cover issues near the map center and was preventing large squads from taking cover in some cases
(8) Sousse Stronghold - Updated map lighting for better unit visibility (especially at night)
(8) Winter Line - Removed several hidden blockers that were preventing units from seeing each other
Cosmetics
NOTE: As our team rolls out this update, you may see some inconsistencies, missing items, or bugs in the Store and Loadout menus relating to cosmetics. This is to be expected as we update these features via the server, and we begin our mass-granting process of cosmetics for eligible players. The mass-granting process may take up to 2-3 days. Certain cosmetic sets will not be visible until this process is complete. Thanks for your patience as we get everything up and running!
New Cosmetic Content
US Forces Sand and Sky Ultimate Set
Wehrmacht Hinterhalt Elite Ultimate Set
British Forces Desert Defenders Ultimate Set
Deutsches Afrikakorps Stalkers Ultimate Set
Corresponding Resource Point cosmetic sets for all four factions
Cosmetic Fixes
Missing icon for the British Forces Bishop Night Fighters
Fixed camo issues for:
Wirbelwind side skirt...
v2.2.5-1
What's Changed
- Update game data to version 42217 by @github-actions[bot] in #84
Full Changelog: v2.2.3-1...v2.2.5-1
The 2.2.5 Update focuses on adjustments to the multiplayer metagame following up on the release of Scarlet Bison (2.2.0) in November. The primary goal of this patch is to clean-up outstanding areas of concern in multiplayer and address several existing balance issues, while also fine tuning certain units and abilities.
This update also includes some bug fixes and general improvements.
Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.3.0 coming at the end of March.
Multiplayer Balance Changes
General Changes
Fixed Gun/Casemate Units
This is a quality-of-life improvement, allowing this class of unit to display their limited range and arc.
Casemate units will now display their arc when click and drag orders are issued, similar to team weapons
StuG III D Support Advance, Marder III M Sight Main Gun, Immobilize and Fortify, and Hulldown always show the arc of fixed gun vehicles when the unit is selected
Breach
This change prevents players from constantly chain-breaching buildings if the enemy bails-out before the Breach occurs.
Breach now goes on recharge when the building is taken, but no damage has occurred to the enemy exiting
Automatic Rifles and Light Machine Guns - M1918 BARs, M1940 SSF Johnsons, Breda LMG, Brens, MG 34/42s, Vickers K
We are partially removing the bonuses certain special weapons had against heavy and garrison cover to increase the value of cover against upgraded squads.
Damage penalty against heavy cover and garrisons increased from 30% to 40%
Accuracy penalty against heavy cover increased from 45% to 50%
Accuracy penalty against garrisons increased from 40% to 45%
Casualty Recovery – Triage Center and Medical Bunkers
Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded.
Each casualty recovered now grants a flat 25 manpower rather than casualty charge
A kicker will now be displayed once a casualty is dropped off indicating the manpower received
Heavy Machine Gun Teams - M1919, M2HB .50cal, Vickers, MG 34, MG 42
HMGs are having their set-up time increased, making them less effective at attack-moving or redeploying to reface flanking units. In return, we have increased their long-range damage-per-second (DPS) to make these units more useful on maps with sufficient heavy cover and veteran HMGs will be even better at stopping infantry assaults through improved suppression.
Set-up time increased from 3 to 3.5
HMG long-range accuracy increased by +15%
Veterancy 2 suppression bonus increased from 30% to 40%
Veterancy requirements increased from 500/1500/3000 to 700/2100/4200
Light Artillery - Pack Howitzer, Le.IG 18, Heavy Mortar
Our recent changes caused certain light artillery units to be ineffective on maps as the projectile would always collide with low obstacles. Furthermore, these units took too long to gain veterancy as they generally caused health damage rather than kills.
We are reverting the changes to the projectile of these units, allowing them to properly arc over tall obstacles while keeping the speed a little bit higher than they were previously. Far area of effect damage has also been increased to improve performance on non-direct hits.
Area of effect far damage increased from 15% to 20%
Experience requirements from 1000/3000/6000 to 850/2550/5100
Pack and Le.IG projectile arcs reverted to fire over obstacles
Projectile speed increased from 50 to 65
Mortars - M1 81mm, 3-inch, 8cm, Mortar Halftrack
Mortars scaling was inconsistent, having high veterancy requirements for a unit that primarily deals health damage, and their early bonuses did not directly improve their combat performance, due to their low scatter.
To address these issues, we have reduced the veterancy requirements of mortars and have made changes to their bonuses to improve their DPS and damage at higher levels.
Infantry mortar experience requirements reduced from 1000/3000/6000 to 750/2250/4500
Mortar halftrack experience requirements reduced from 1000/3000/6000 to 800/2400/4800
Shell time on target increased from 3 to 3.125
Veterancy 2 scatter bonus changed to +10% damage
Veterancy 1 health boost replaced with +10% rate of fire
Suppression
Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective.
Scatter penalty increased from 33% to 125%
Reload penalty increased from 25% to 75%
Mobile Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36 88mm
The fuel cost of the heavy anti-tank guns has been increased to better reflect their current performance and value.
Fuel cost increased from 40 to 50
Salvage Structure – Fighting Positions, Bofors, 2cm Flak Emplacement, Hardpoints
Ability is interrupted if the building takes damage while salvaging
Territory Capture Experience
We are equalizing capture point veterancy to lower the amount gained for capturing neutral territory but increase the rewards for decapturing.
Capture Experience reduced from 100 to 75
Decapture Experience increased from 50 to 75
Observation Posts/Supply Truck Lockdown
Early manpower from caches could be too efficient in larger modes where they would benefit multiple players and pay-off quickly. To offset the recent changes, we are lowering the amount of manpower generated by caches.
We will continue to investigate how to make caches more viable in smaller modes while not affecting all teammates.
Manpower reduced from 20 to 15
All Handheld Anti-tank
Rangers are receiving a light initial adjustment by lowering the moving performance of handheld anti-tank weapons and increasing their moving scatter to weaken these weapons at long-range.
Moving accuracy reduced from 0.5 to 0.35
Handheld AT moving scatter increased from 25% to 50%
Infantry Prioritize Vehicle - Bazooka Team, Panzerjager Squad
Prioritize vehicle starts active on all squads who gets this ability
Jager Squads upgraded with the Panzerschreck start on Prioritize Vehicle
Anti-tank Rifle Upgrades - Boys/Panzerbuchse AT Rifles
Grants the squad who have these upgrades Prioritize Vehicle ability
US Forces
Advanced Logistics
We are slightly changing all the manpower reduction bonuses in the game to tone down some of their power.
No longer grants increased experience for reinforced squads
Manpower reduction reduced from 25% to 20%
Bazookas
Bazookas are having their ready-aim time increased to allow vehicles slightly more time to back away when engaging Bazookas at max range. Compared to all other handheld AT in-game, the Bazooka is the most difficult to avoid due to its lower values.
Ready aim-time increased from 0.5/1 to 1/1.125
M1918 Browning Automatic Rifles
We want to allow the US Forces to have an option for dedicated infantry play where they have a couple of minutes to have a major advantage in infantry combat before the first light vehicle arrives. The current timing, however, was too potent.
To tackle this issue, the BAR is having its research time increased to give opponents more time to prepare against a timing attack.
Research time increased from 30 to 60
Riflemen Pour it On 'Em
Pour it On’Em had a hidden bonus that allowed the Riflemen squad to perform better against heavy cover than intended. We are removing this bonus as the ability already grants increased DPS and suppression.
Damage penalty against heavy and garrison cover increased from 30% to 40% for BARS
Damage penalty against heavy and garrison cover increased from 30% to 50% for non-BAR weapon
Mortar Pit
The Mortar Pit is an impactful defense, able to engage enemies at long-range for a fairly low cost, like AT Bunkers. Because of these traits, we are giving this structure a slight population cost and upkeep.
Now takes up 2 population, 1 manpower upkeep per population
4x4 ¼ ton Truck
The Dingo and 4x4 are having their side armor slightly reduced to make these units more vulnerable to flank attacks.
Side armor reduced from 4.5 to 4.25
M3 Armored Personnel Carrier
Fortify Position will now cost manpower to make it less efficient to constantly spawn one when off cooldown.
Fortify Position recharge reduced from 180 to 120
Fortify Position now costs 50 manpower
M8 Greyhound Armored Car
The Greyhound is a potent light vehicle, able to tackle all targets at its timing with strong veterancy abilities and the speed to disengage from danger. We want to keep its general power, but are giving the unit some adjustments to its cost and bringing its target size in-line with other heavier LVs.
We have also moved most of the fire-aim time into the weapon’s reload to prevent the Greyhound from firing faster when switching targets.
Fuel cost increased from 45 to 50
Reload increased from 2.333/2.333 to 3.25/3.375
Fire-aim time reduced from 1 to 0.125
Target size increased from 16 to 18
M29 Weasel Recon Vehicle
We are giving the Weasel some slight adjustments to better reflect its initial value and make its first rank of veterancy more impactful.
Veterancy 1 accelerat...
v2.2.3-1
What's Changed
- Update game data to version 41028 by @github-actions[bot] in #83
Full Changelog: v2.2.2-1...v2.2.3-1
v2.2.2-1
What's Changed
- Update game data to version 40931 by @github-actions[bot] in #82
Full Changelog: v2.2.1-1...v2.2.2-1
General
Fixed a bug where clothing-style decals/patches were on a Kriegsmarine helmet
Improved/Reduced the chance for Loiter abilities to not always disappear after they have completed. This is a partial fix, we are still investigating additional issues of them persisting for future updates
In-Game Store
Fixed an issue with "Error Code 13" that was preventing the purchase of War Bonds and several cosmetic sets, such as Fallen Leaf and Blocking Force
A.I.
45-second cooldown applied to newly spawned supply crates, preventing the A.I. from acquiring them in team games too quickly. Health crates are not affected by this cooldown but the A.I. will no longer pick them up when at full health
Added a limit to the number of the same constructed items for emplacements and for mines. Additionally, they are now more strict about positions where they can place them. For example: further apart from each other, and away from friendly bases
Gameplay
Fixed an issue where non-King Tiger heavy tank call-ins showed the incorrect population requirement
US Forces
Italian Partisans
Partisan Tunnel Hideouts can no longer be permanently hidden if constructed within a Greek Ruin floor piece
Fixed a tool-tip issue with the Resistance Fighter's Beretta submachinegun stating it only gave two
Fixed an issue where Tunnel Hideouts could be constructed in the enemy base sector
Wehrmacht
Transfer Orders
Fixed an issue where the Officer Quarters bonus would apply after the unit had been transferred resulting in more experience earned
Fixed an issue where units that transferred at Veterancy level 3 would allow for Advanced Infantry to arrive at Veterancy 3
Fixed an issue where the Utility Truck from the Breakthrough Battlegroup still took up population and could not bring in trucks at maximum population
Sturmpioneer Squad
Reinforce cost increased from 30 to 35
Infrared Detection Kit munitions cost increased from 50 to 75
Urban Assault Kit munition cost increased from 50 to 60
Veterancy requirements increased from 700/2100/4200 to 850/2550/5100
Fixed the cost of recovery being refunded when Sturmpioneers are used to recover vehicles
Fixed an issue where Sturmpioneers entities took up 1.5 population, not 1
Fixed an issue where the upkeep for Sturmpioneer entities was 1, not 1.5
Propaganda Tower
Decapture and Capture penalty reduced from 50% to 33%
Fixed an issue where the Wehrmacht Tiger call-in tool-tip incorrectly stated 30% for the discount, not 20%
British Forces
Australian Defense
Fixed Royal Engineers with Australian Defense Battlegroup "Vehicle Over Repair" ability getting stuck in their repair behavior after maxing out the over-repair amount. This also fixes being able to shift+queue the ability
M4A4 Firefly Tank Destroyer
Speed increased from 3.9 to 4.25
Acceleration increased from 1.5 to 2.25
Deceleration increased from 2 to 3
Deutsches Afrikakorps
Fixed an issue where Combined Arms and Panzerjager Defensive Positions would stack
Fixed an issue where the L6/40 could lose its flamethrower when Tungsten Rounds were upgraded
v2.2.1-1
What's Changed
- Update game data to version 40715 by @github-actions[bot] in #81
Full Changelog: v2.2.0-1...v2.2.1-1
Gameplay
Fixed infantry sometimes losing their equipped weapons such as engineer losing their flamethrower after repairing something
Fixed an issue where the A.I. would get stuck trying to pick up a weapon
Transfer Orders
Fixed Transfer Orders to Grenadiers to require the unit to be in the HQ Sector
Sturmpioneer Transfer now requires a fully reinforced Pioneer Squad
Sturmpioneer Transfer ability recharge set to 120 from 0
Fixed an issue where Sturmpioneer Transfer could be applied to Sturmpioneers
Fixed an issue where Transfer Orders could spam duplicate units
Fixed an issue where Resistance Fighters could be called in at maximum population
Fixed an issue where Crew Shock sped up rate of fire rather than reducing it
Fixed an issue where Crew Shock criticals could stack
Fixed an issue where the Propaganda Tower was increasing the attack speed of enemies, not reducing it
UI/UX
Fixed a bug where A.I. slots in the game lobby which have Battlegroups equipped (that the local player does not own) would show a grey icon instead of the correct battlegroup icon
Removed a debug message that would appear when viewing a friendly casualty on the tactical map that can be revived by the Polish Cavalry's No Man Left Behind ability
Some debug text that would appear when Sturmpioneer Squads construct Sandbag Shoring has been removed
Art/VFX/Audio
Fixed an issue where sometimes the Borgward Wanze explosion VFX would not play
Borgward Wanze was spawning with a demo charge - this was a visual issue. They should appear without their charge and obtain it after unlocking
The BAR SFX could loop continuously even when the weapon was not firing if the player zoomed in during its firing sequence
Campaign
Fixed A.I. sometimes not ending their turn and soft locking the Italy campaign
Please note that this hot fix will invalidate replay files and potentially any mid-mission saves created before 2.2.1.
v2.2.0-1
What's Changed
- Update game data to version 40455 by @github-actions[bot] in #80
Full Changelog: v2.1.5-1...v2.2.0-1
US Forces – Italian Partisan Battlegroup
Deploy daring Partisans to wreak havoc behind the lines. Cunning, deception, and sabotage are how your forces will prevail.
Brave Resistance Fighters and Saboteurs will enhance your ground forces, while tunnel networks, resource siphoning, and underground detonations will cause the enemy to collapse from within.
Wehrmacht – Last Stand Battlegroup
Victory requires sacrifice. Bolster your line with powerful improvised defenses and embolden your ground forces with a number of extraordinary measures.
Repel the Allied advance with the imposing Pantherturm and immobilized vehicles, then demoralize their troops with the Propaganda Tower. Panzerfaust rollouts, improvised barrages, and final battle directives enable victory at any cost.
British Forces – Polish Cavalry Battlegroup
Seek revenge with grizzled Polish troops who long for battle, and smash the enemy with devastating heavy weaponry.
Elite Polish Lancer Sections lead the line, while Polish-crewed Sherman Fireflies and Land Mattresses demolish enemy positions and armor with frightening efficiency. All Polish units thrive against veteran enemies.
Deutsches Afrikakorps – Kriegsmarine Battlegroup
Bring the might of the German Navy to bear. Fortify your positions, establish vital supply chains, and then annihilate all in your path with catastrophic fire support.
Kriegsmarine infantry provide combat flexibility and engineering prowess. Establish Hardpoints to secure territory and enable supply drops. Stuka Bombers, Fritz Glide-bombs, and Naval salvos will break the enemy upon your shores.
General
Several stability fixes addressing rare crashes during loading and save-game operations
Battlegroup abilities that appear on the right side of the screen are now sorted bottom-up with active abilities coming before passive abilities, resulting in a more predictable allocation of ability hotkeys
Maps
New Maps added to all modes
Bologna – (1vs1)
Community mapmaker Brian makes his debut in this wonderfully realized urban battlefield. Controlling each plaza and securing your flanks are key to survival in Bologna.
“We are losing ground everywhere. The earth feels heavier beneath my boots now than it did just days ago. This once-beautiful city is our last stand in this cursed campaign. Orders from the high command are clear: hold the city at all costs. But what "costs" are they prepared to pay?”
Sightlines are key in this bombed, urban landscape. Maintain control of plaza and courtyard alike, and prepare for flanking attacks between ruins.
Wadi Darnah – (2vs2)
Community mapmaker TheSphinx made serious waves with this new North Africa map. Beautifully designed and expertly crafted, this map was well-deserving of the first place prize in GBPirate’s latest map making competition.
In the barren regions of North Africa - where only sand, stone and the most stubborn of foliage persist – water has become the most valuable resource.
Settlements and armies alike, since the Ancient Romans, have clung to any source they can, often in the form of Wadis, which run through shallow gorges and avoid the baking heat of the sun.
Oliveto Citra – (4vs4)
Community mapmaker DutchToast makes a return with another vast 4vs4 map. Oliveto Citra features distinct lanes of hedgerows and critical areas for our players to battle over.
The Germans have dug in a central defensive line, cutting off access to the main road in an attempt to secure the local logging operations for the war effort – a scar across the countryside.
Once secured, the allies can push through to San Angelo and then onto Monte Cassino.
Powderkeg – (4vs4)
Surrounded by groves, vineyards, and long outer approaches ideal for wide rotations, Powderkeg combines a compact urban center with expansive outer farmland. With multiple approaches into and around the center, teams have plenty of room to dictate where the fight happens
"Freedom is like air: you realize how precious it is once you start running out of it." – Piero Calamandrei
The Armistice of Cassibile arguably marked the most dangerous turn of events for Italian Partisans. Fathers, brothers and sons that were destined to return home to their families after Italy's surrender were instead press-ganged into service or servitude under the Wehrmacht. Italy was not free - it was held hostage. Over 70,000 Partisans, ex-soldiers and civilians were killed in combat or reprisals - a harrowing toll for a nation under occupation by its former ally.
Map Quality Of Life Improvements
We have multiple bug fixes and improvements across our Multiplayer Maps, Thanks as always to feedback on the Official Discord. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.
Fuel Point icons on Tactical Maps have been updated to be the same quality. A smaller scale version was being used for some points
Unique loading screens have been added, featuring this update’s new units and maps
The default skirmish map (the first map players will see when loading their first skirmish on a fresh installation of Company of Heroes 3) has been changed to (2) Blinder Alley
(2) Crossing in the Woods - minor adjustment to heavy cover in the West and East corner fuel points, better balancing how much cover they provide on the offence and defence
(2) Tuscan Vineyards - Reduced dense sections of vineyards to better enable ultra-light vehicles to path around the map. Minor adjustments to cover and pathfinding
(2) Villa Fiore - Minor adjustments to blocking rocks, preventing units from firing through cliffs. Additional adjustments to heavy cover outside the Northern HQ sector that isn't mirrored on the Sothern sector. All cover in these areas are now light cover
(4) Day 101 – Removed duplicated foliage, which was causing lighting errors and flickering
(4) El Alamein - Added an atmosphere transition to improve visibility as matches run longer. Minor adjustments to map craters and to the Western Victory Point
(4) Road to Primosole - Territory has been adjusted to reduce reliance on the outskirts of the manor, pulling resources closer to the map's center and frontline
(6) Catania Crossing - Minor adjustments to blocking rocks, preventing units from firing through cliffs
(6) Gothic Line – additional blockers have been added to the concrete bunkers featured in the maps central cliffs. This will help prevent Anti-Tank guns from firing through the terrain
(8) Black Gold - Added ultra-light impass under a large rock formation near the Northern depression, preventing ultra-light vehicles from clipping into the cliff
(8) Monte Cavo - Updated the Eastern entrance to the central compound, enabling better access for ultra-light vehicles. Our recent changes to ultra lights made one entrance impassible to them unintentionally. We have also added additional locations for off-map units to enter behind the player HQs. Previously they were forced to enter via the road in the HQ areas
(8) Sousse Stronghold – Added ultra-light impass to a large rock formation, preventing units from clipping into the terrain
Resize Investigation
As part of our ongoing balance and quality of life improvements to the map pool, an investigation was started into some of our most heavily downvoted maps. Among them, it was determined that some feel too large for the number of players they were originally made for. After some experimentation it was determined that three maps in particular were suitable for adding additional players.
(4) Semois has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.
(4) Djebel Pass has been added to the 2vs2 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.
(6) Road to Primosole has been added to the 3vs3 map pool for Quick Match, Custom Games, Skirmish and Vs AI modes.
The above maps feature larger HQ areas and some minor adjustments to their territory layouts to accommodate the increased player counts.
The original maps, (2) Semois, (2) Djebel Pass and (4) Road to Primosole will all remain available in their respective game modes for now.
General Gameplay
Core Mechanics
Vehicle Loading & Tank Riding
Tank riding and infantry loading have been overhauled to improve responsiveness and coordination between squads and vehicles.
Infantry that disembarks from a tank now follow that vehicle’s attack-move command, preventing them from being left behind during pushes
Vehicles no longer come to a full stop when loading infantry. Instead, they retain momentum, making combined-arms advances more fluid
Move commands can now be queued after a load command
Reinforcement & Garrison Improvements
Units inside holds are now easier and safer to use.
Infantry can now reinforce while inside buildings, halftracks, and other holds if a reinforce source is nearby, opening more tactical options for mobile or fortified play
Losing a constructed garrison (such as bunkers or fighting positions) will no longer kill its occupants, encouraging players to hold positions longer without being punished for committing to defensive structures
Engineers in holds will automatically ungarrison to repair when commanded
Vehicle Pathfinding & Collision
Vehicle movement has been adjusted to create cleaner, more predictable interactions on the battlefield.
Opposing vehicles are now less likely to phase through each other, allowing intentional body-blocking and positional tra...
v2.1.5-1
What's Changed
- Update game data to version 38066 by @github-actions[bot] in #79
Full Changelog: v2.1.4-1...v2.1.5-1
This update focuses on adjustments to the multiplayer metagame following up on the release of Opal Scorpion (2.1.0) in June. It targets dominant builds for all factions to make room for more variety in play. All factions are receiving reductions in power to their most powerful and dominant units to promote alternative build orders.
This update also includes several gameplay bug fixes and map improvements for Langres, Angoville, and Gabès Gap.
Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.2.0 coming later this year.
General
Automatch cooldown has been removed from the 1v1 game mode. Quitting the match without using Vote-to-Surrender will no longer incur a cooldown penalty. You are free to quit a 1v1 match at any point.
Multiplayer Balance
General
Constructable Defenses
Some buildable objects are having their construction time increased to slow down how quickly areas could be locked down or fortified. This makes builder units easier to catch out of position when establishing defenses in frontline sectors.
Tank Traps
Build time increased from 7 to 9 seconds
Sandbags
Build time increased from 4 to 5 seconds
Barbed Wire
Build time increased from 2 to 3 seconds
Reinforced Barbed Wire
Build time increased from 3 to 4 seconds
Signal Detection
The general detection range is being reduced, forcing players to move these units closer to the front.
Detection range reduced from 125 to 100
US Forces
The US Forces Weapons Support Center has been the go-to tech choice and has been dominant in high level 1v1s. We have reduced the power on some key enablers such as the Bazooka Team, Scouts and the M3 Halftracks.
We are acutely aware that the Barracks tech choice has been languishing despite the changes given to BARs from update 2.1.0. We have attacked this problem by going after some of the Axis counters, but we intend to make deeper changes in the future in update 2.2.0
Scout Squad
Scouts were too efficient in combat due to their veterancy which allowed them to reach Veterancy rank 1 in the early game before the first encounter. We are increasing the time it takes for them to gain veterancy by one additional capture and reducing their first combat bonus.
Veterancy requirements increased from 500/1500/3000 to 600/1800/3600
Veterancy 1 received accuracy bonus reduced from 15% to 10%
Cost increased from 150 to 160
Artillery Observer Squad
Artillery Observers are too efficient, similar to pre-nerf Pathfinders. We are standardizing their cost to match the price increases Pathfinders have received.
Furthermore, we are reducing the veterancy bonuses of both Pathfinders and Artillery Observers to make them less effective in overall combat against other infantry as they are still primarily combat support units, not standard infantry or advanced infantry replacements.
Manpower upkeep increased from 1 to 1.5 per population
Population cost increased from 5 to 6
Reinforce cost increased to match Pathfinders at 32
Pathfinder and Artillery Observer Veterancy
Veterancy 1 received accuracy bonus reduced from 15% to 10%
Veterancy 2 accuracy bonus reduced from 30% to 25%
Riflemen Squad
Riflemen currently suffer from facing a wide array of cost-efficient counters which overshadows their general efficiency in combat. Some of these are receiving changes to indirectly boost the viability of Riflemen. We are also reducing their veterancy requirements to improve their Veterancy 2 timing and their scaling.
Veterancy requirements reduced from 950/2850/5700 to 900/2700/5400
¼ ton 4x4 Truck
Veterancy requirements for this unit have been fixed. Previously they were much higher than intended and did not follow the formula of x2/x3 for levels 2 and 3.
Veterancy requirements corrected from 600/2400/4800 to 600/1800/3600
Bazooka Team
Bazooka teams have been overperforming, being both highly effective against light vehicles early game and having strong scaling with powerful veterancy bonuses. This allowed the US Forces to reliably sit on basic tech and still effectively counter higher tier units.
We are increasing their veterancy requirements, slowing down their scaling, and significantly increasing Steady Fire’s delay before it activates. Bazooka Teams will now need to position themselves more carefully to get the same effective power as before.
Veterancy requirements increased from 800/2400/4800 to 1000/3000/6000
Steady-fire set-up time increased from 3.5 to 7 seconds
M3 Armored Personnel Carrier and Medical Variant
The stock M3 could be difficult to contend with in the early game thanks to its fast timing and durability against early game infantry small arms, allowing players to move it point-blank into standard infantry squads.
To make the stock M3 less effective in the shock role, we are reducing its health and armor.
Health reduced from 320 to 300
Frontal armor reduced from 10 to 7.5
M3 Assault Carrier
Frontal armor reduced from 10 to 7.5
M3 75mm Gun Motor Carriage
The 75mm is receiving adjustments to make the unit less effective against heavier vehicles at long-range. Currently the unit allows a player – when combined with Bazooka Teams - to remain on Weapons Support Center for most of their anti-tank options thanks to the unit’s price and lack of additional tech requirements. We have also increased the upgrade cost to make it less efficient to convert multiple halftracks.
Penetration reduced from 200/160/140 to 200/150/120
75mm Anti-tank Conversion upgrade time increased from 30 to 40 seconds
75mm Anti-tank Conversion upgrade cost increased from 60 to 75 munitions
Mortar Pit
Armor reduced from 5 to 3
Paratrooper Squad
We want to improve the Paratrooper unit’s performance as it scales throughout the game. To do this, the experience requirements are lowered and we are improving their bonus veterancy, to increase their offensive potential.
Veterancy requirements reduced from 1200/3600/7200 to 1000/3000/6000
Veterancy 2 rate of fire bonus increased from 15% to 20%
Veterancy 2 rate of fire bonus now properly affects all attack speed stats
Supply Drop
The supply paradrops for US Forces are having their scatter increased to reduce how often crates stack on each other.
Increased scatter from 0 to 8 meters
War Machine
Command Point cost increased from 3 to 4
Resupply Operation
Cost reduced from 180 to 150 munitions
Increased scatter from 0 to 8 meters
M4A1 Sherman Whizbang
We are adjusting the projectile arc of the Whizbang to be lower, allowing it to get its rockets onto target faster.
Now always fires in a low arc
Rocket speed set to 60
Wehrmacht
The Wehrmacht is having some key dominant units and abilities reduced in power, while seeing underperforming units gain some improvements.
Headquarters
The low cost of Medical Stations made the mid-game transition for Wehrmacht far too sharp. This along with other changes intends to give Allies more breathing room.
Medical Stations upgrade cost increased from 150 to 200 manpower
Kettenkrad Reconnaissance Vehicle
The Kettenkrad is having its build time sped up, allowing players to gain more map control faster. This should create a more dynamic early game where the Kettenkrad is chosen to quickly capture the map over multiple Pioneers.
Build time reduced from 30 to 20
Grenadier Squad
Grenadiers continue to struggle to earn their veterancy due to their low lethality. Their veterancy requirements are being slightly reduced to make their scaling easier.
Experience requirements reduced from 800/2400/4800 to 750/2250/4500
221 Armored Car
The recent changes to the Panzerbuchse for the 221 made it too effective against units like the Humber, destroying it in 2 shots with high accuracy. The change increases the number of shots to kill certain vehicles by 1 while still retaining the unit’s high accuracy and mobility. The Radio Antenna is also having its cost increased to better reflect its increased accessibility.
Radio Antenna cost increased from 35 to 50 munitions
Panzerbuchse damage decreased from 120 to 110
Blinding Shot damage reduced from 120 to 80 damage
Marder III M Tank Destroyer
Experience requirements reduced from 1500/4500/9000 to 1300/3900/7800
Flakpanzer IV Wirbelwind
The following change is to make the Wirbelwind more vulnerable to light cannon fire from Allied Light Vehicles.
Frontal armor decreased from 100 to 90
Stosstruppen Squad
Stosstruppen were too durable when under the effects of Shock Assault, an ability that already denies suppression and increases offensive potential.
Shock Assault received accuracy bonus reduced from 20% to 5%
Panzer IV Medium Tank
The Panzer IV has difficulties dealing with armored targets, despite being the only anti-armor option in the Panzer Kompanie and when combined with other factors such as its average speed, mobility, and accuracy, it could be unreliable at engaging medium armored vehicles, particularly at distance.
To increase reliability against enemy vehicles, the unit’s medium-to-long range penetration is being increased.
Penetration increased from 220/140/125 to 220/170/140
Fallschirmpioneer
Veterancy 2 rate of fire bonus now properly af...
v2.1.4-1
What's Changed
- Update game data to version 37189 by @github-actions[bot] in #78
Full Changelog: v2.1.2-1...v2.1.4-1
Today’s Hot Fix fixes several issues related to Localization, Cosmetics, Gameplay, and more.
These changes will likely invalidate any saved Replay files made after the launch of the 2.1.3 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
General
Fixed an issue where Medics for the US Forces medical tents station and the Wehrmacht medical bunkers were not collecting casualties
Fixed an issue where the "Brewed Up" US Accolade challenge would not trigger correctly
Addressed several bugs and issues with Towing
Campaign
Fixed a soft lock on the campaign map related to the Aircraft Carrier not moving, and preventing any further actions
Localization
Fixed issues where credits were appearing in languages other than English
Improved contextual/missing translations for the Ukrainian and Russian languages after internal and community feedback
Cosmetics
Added Fallen Leaf Infantry and Team Weapon Bundle, Vehicle and Tank Bundle, and Ultimate Bundle to the store
Added the Blocking Force Infantry Bundle and the Ultimate Bundle to the store
Updated sorting order for several cosmetics and profile badges in the store and inventory
v2.1.2-1
What's Changed
- Update game data to version 36916 by @github-actions[bot] in #77
Full Changelog: v2.1.1-1...v2.1.2-1
Today’s Hot Fix makes several changes to multiplayer balance and includes bug fixes to improve the overall gameplay experience. These gameplay changes will likely invalidate any saved Replay files made after the launch of the 2.1.1 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
General
Light Mortars – M1 81mm, 3-inch, GrW 34 8cm, Mortar Halftrack
We are slightly toning back the speed of offensive mortar shells to give mobile infantry more time to maneuver while allowing these weapons to remain effective team weapon counters.
These weapons have also proven to be too effective against vehicles which they are not intended to counter, so we are implementing a significant damage reduction against these targets.
Mortars will now also always penetrate barbed wire objects, allowing them to eventually clear these obstacles when given time.
Time to hit target increased from 2.5 to 3 for all lethal munition types; flares and smoke unaffected
Fixed an issue where mortar incendiary rounds from the 250 Mortar Halftrack did not receive the speed change
Now have a 50% damage penalty against vehicles except for Delayed Fuze Rounds
Now have a +150% penetration bonus against Barbed Wire
Heavy Machine Gun Paradrop and Fallschirmpioneer Squad Paradrop
Paradrops were meant to provide variety to early game strategies, however, on certain maps they could be oppressive as there was no way to stop or intercept the unit being paradropped.
We are adjusting the two early game paradrop abilities so the opposing player will have more time to intercept or prepare for paradrop.
Now starts on a 30-second timer at the start of the game; applies even before the ability is unlocked
After 30-seconds of game time, the cooldown will no longer apply, even if the ability has not been unlocked
Recharge times lowered from 75 to 60 seconds
Fallschirmpioneer Paradrop reduced from 280 to 260 manpower
Armored and Breakthrough Battlegroup FastDeploy/Rapid Production
We are reducing the production bonus of these abilities as they could be a little overwhelming when used correctly for rush times, or getting a new vehicle to the front where it can influence an ongoing battle.
Production rate speed bonus reduced from 75% to 50%
Field Defenses
We are making light changes to several field defenses to make them easier to remove when targeted directly. They are currently too resistant to certain weapon types and/or can be established too quickly.
Wire Cutters
This is a significant improvement to enable units with wire-cutters to quickly cut holes through barbed wire.
Wire Cutters now only need 1.25 seconds to cut wire after the model has pulled out the wire cutters and began their animation
Grenades
All non-white phosphorous explosive Grenades now deal +250% increased damage to Barbed Wire
Tank Traps
Build time increased from 6 to 7
Target size increased from 20 to 25
Sandbags and Sangar Walls
Target size increased to 25
Barbed Wire
Target size increased from 1 to 25
Armor reduced from 35 to 20
Reinforced Wire
Target Size increased from 1 to 25
Armor reduced from 35 to 20
Health reduced from 250 to 240
US Forces
M1919 Machine Gun Team
We are changing the M1919’s damage reduction passive to received accuracy/harder to hit. The original intention was to make the American HMG the most resilient to incoming damage, however, this made the unit too resistant to certain weapons like mortars. We are now changing it so the American heavy machine gun is only more resilient to small-arms fire rather than to all damage types.
Defensive Set-up 20% damage reduction changed to 20% received accuracy/Harder to hit
Improved Defensive Set-up bonus also changed to received accuracy
M3 Assault Carrier
The slight health reduction to the assault carrier is to increase its vulnerability to getting snared by weapons like the panzerfaust and anti-tank grenades. Previously, if no additional damage got through, the second panzerfaust/anti-tank grenade would fail to cause an engine critical on this unit thanks to its Reckless Assault passive.
Health decreased from 400 to 380
Wehrmacht
Jager Squad
The changes to Jagers stripped a little too much power from the unit. While the fear was that increasing its power too much would lead to the unit being much more efficient to spam, it has caused the Luftwaffe Kompanie to have a somewhat weak advanced infantry unit in the anti-infantry role.
We still want to focus on the scoped variants being the primary way the unit should fight infantry leading to their damage being further increased. Jagers will now also scale better into the mid-late game as the unit gains veterancy, similar to Panzergrenadiers.
Scoped Rifle damage increased from 16 to 18
Veterancy 1 Received Accuracy bonus increased from 15% to 20%
Veterancy 2 Accuracy bonus increased from 15% to 20%
Infanterie Kompanie Officer Quarters
The changes to how veterancy functions has removed significant power from the Infanterie Kompanie as it only provides units with a single stat boost, whereas prior they could have two to three additional combat bonuses.
As early veterancy bonuses are less potent, the cost of the upgrade no longer needs to be as high as it used to be and make it easier for the player to rush or backtech this upgrade to allow for strategies that rely more on prolonged fighting in Tier 1.
Fuel cost reduced from 35 to 25
221 Armored Car
The 221 Armored Car with the Panzerbuchse struggled to deal with enemy light vehicles due to a combination of factors like accuracy and rotation rate. Furthermore, this unit did not scale into the mid-to-late game being a purely anti-vehicle unit.
To remedy this, we are improving the unit’s accuracy, rotation rate, and removing the wind-up delay to allow the unit to be effective against fast moving light vehicles. Tracking has been adjusted so it’s based on a firing cone which should allow the unit to get onto target faster.
Players will now also be able to upgrade the Panzerbuchse variant to have the Radio Antenna, allowing the unit to fulfill the scouting/reconnaissance role once it has become too dangerous to hunt enemy vehicles.
Pivot and Rotation increased from 50/60 to 55/66
Panzerbuchse wind-up time reduced from 0.125 to 0
Panzerbuchse tracking to left and right remove
Panzerbuchse firing cone increased from 5 to 12.5
Panzerbuchse accuracy increased from 0.1/0.055/0.045 to 0.12/0.66/0.54
White Phosphorous Shot ready-aim time reduced from 1 to 0.125
White Phosphorous Shot now properly tracks targets that leave the gun's arc; previously the unit would get stuck when they exited the unit’s tracking cone
Panzerbuchse and Radio Antenna upgrades can now both be purchased together; no longer mutually exclusive options
Deutches Afrikakorps
Panzerjager Kommand Anti-tank Overwatch
The addition of a slight delay to this ability will give vehicles, like the Bishop, more time to move once the ability has been triggered. Previously, the projectile arrived immediately after the target area was set.
Cooldown has been adjusted so the Anti-tank Overwatch will still fire the same amount of shells for its full duration if enemies remain within vision.
Now has an initial delay of 1.75 seconds
Cooldown to reacquire a target sped up from 0.5 to 0.4 seconds
Elefant Tank Destroyer
The Elefant arrived too late and was too costly for its role as a specialist anti-tank vehicle that could not maneuver effectively on the map to contest enemy incursions or quickly respond to flanking attack. To make the Elefant a more reliable choice as a specialist, we have made significant command point changes along with a cost decrease.
Command Point cost reduced from 9 to 6
Cost reduced from 700 manpower and 180 fuel to 600 manpower and 160 fuel
Maps
Headquarters territories have been slightly adjusted, reducing the risk of call-in Heavy Tanks (such as the King Tiger and Tiger) becoming trapped behind the HQ
Reduced the automatch map weight back to normal on the following maps:
(2) Tuscan Vineyards
(4) Lorraine
(4) El Alamein
(6) Gabés Gap
(8) Red Ball Express
All multiplayer maps should now have the same chance to appear in your Quick Match playlist
Wehrmacht HQ has been given a reduced footprint, better enabling tanks and team weapons to move around and between the HQ and other production buildings
Cosmetics
Updated cosmetic names that had inconsistent unit names compared to their in-game equivalent
Updated several Load Out/Inventory and Store images with in-game images
Known Issues: Additional Fallen Leaf cosmetics will be released in a later release. Apologies for the delay
Bug Fixes
Heavy Barrels from Mechanized Support Center now properly applies to existing units on the field
Fixed an issue where the Kradschutzen Motorcycle Team Binoculars failed to function at Veterancy 3
Fixed a case where towing can be aborted before the crew is loaded into the tractor, causing the anti-tank gun to be permanently stuck in towed mode
Fixed an issue where the King Tiger had an incorrect veterancy tool-tip stating it gained +100% accuracy at Veterancy 3
Fixed an issue where Forward Observer Barrage from the Dingo did not trigger the BL 5.5's Forward Observer Supporting Barrage ability
Fixed US Forces...