Company of Heroes 1.3 Patch

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cadalano
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Company of Heroes 1.3 Patch

Post by cadalano »

TENTATIVE Company of Heroes PATCH RELEASE NOTES
================================================== ==================

Please note that this is a tentative list of patch fixes, released early as a courtesy to the community, and remains to be cleared by THQ QA.

The contents of a patch are subject to change at any point
up to the patch's release.

The full and complete patch readme will be released as soon as
it has been cleared for all versions in all locales by THQ QA.

Please note that the Tentative Patch release notes are in English
only, but that fully translated versions of the release notes will
be available once the fix list has been confirmed in all locales.

- Company of Heroes Team

================================================== ==================

Company of Heroes -- Patch 1.30 Readme
October 24th, 2006

NEW FEATURES
------------

New multiplayer map: 6P_Seine River Docks
New and improved Game Replay functionality allows players to view the game from a selected player’s perspective in slow motion or fast forward. In addition the game UI can now be minimized to reveal a larger viewing space of the action going on in the replay. To compliment this, a new Cinematic Mode allows players to sit back and enjoy the show.
Cinematic Mode camera - Replay your battles as the game automatically switches between cinematic camera angles, capturing the sound and fury of war from the combatants' perspective.
IME support for Microsoft Windows XP and Microsoft Windows Vista

IMPROVEMENTS
------------

Improved SLI performance on Nvidia systems using the latest drivers.

GENERAL FIXES
-------------

BugReport has more space on the success dialog to show Cyrillic text.
Far East characters will not clip when listed in a multi-line text box.
30260 is now listed as the correct port to leave unblocked.
Removal of ghost bug that could leave duplicates upon reload of a saved game.
The playback controls for viewing a recorded game have their graphics fixed.

CAMPAIGN
--------

Medal text is now visible (Korean)
Reinforce radius has been fixed on certain buildings.
M02: Fixed several instances of having the wrong named character's picture attached to subtitled text.
M02: Game no longer incorrectly instructs the player to reinforce the squad.
M04: Fixed a Fatal Scar Error that occurred when the church is taken back by the enemy forces, just as the timer ends, and as the cinematic is about to begin.
M05: Convoy will no longer exit the map using an unsecured road after you complete the final objective
M08: Fixed critical error after countdown reaches 0 after holding the city centre point
M10: The ''Select HQ'' Button now properly selects the forward HQ
M10: Fixed the lack of audio for subtitled text.
M10: Game no longer incorrectly instructs the player to convert a building outside controlled territory
M11: Briefing fixed subtitle timing issue

GAMEPLAY
--------

Fixed the problem where mouse-clicking on a unit onscreen under heavy loads often does not result in the unit being selected.
Improved load times by fixing pathfinding regens.
Fixed the bug where capturing an enemy weapon resulted in it having enemy unit occlusion.
Veterancy speech samples are now triggered correctly.
The vehicle repair icon now shows up offscreen.
Fix for Allied Engineers becoming trapped when building barbed wire close to sandbags or other obstacles, which prevents them from completing orders.
All sectors default to neutral on Map Montherme.

ONLINE
------

Fixed the issue of split or cut-off text when viewing the Play Now screen in the Online Lobby on 1920 X 1200 (widescreen)
Players should now hear an audio prompt when sending a chat message to an ally or enemy.
The scrollbar for the player list now resets properly to the top position when switching between chat channels in the online lobby
Fixed the bug where Annihilation games would end before players could see the enemy's HQ collapsing.
Users with slower computers will see each other properly in the game lobby.
Most Wins list and top 15 players list display properly in the Leaderboard 1v1 bracket.
Players looking for Ranked Games are no longer displayed as "0" on the News tab.
Fix for cut-off and split text in the Online Lobby when viewing 1920x1200 widescreen in Polish, Spanish, Czech, German and Italian.

PERFORMANCE
-----------

Performance measurements now include loading time.
Fix for no SFX, Music or Speech play if you ALT-TAB from the MP lobby and ALT-TAB back after the game has loaded.
Fixed a crash relating to players logging out of Relic Online during the countdown to game launch.
UI now properly filtering out old replays from previous versions of the game.

BALANCE CHANGES
---------------

Allied and Axis HQs can no longer be deleted by the player to gain bonus infantry units.
Players will no longer lose munitions income from creating an Axis Sniper.
Axis Blitzkrieg ability now triggers icon display over Axis Anti-Tank Gun.
Axis Halftracks and Allied halftracks will now carry a maximum of 3 squads.
Weapon capture squads can now reinforce to full squad size.
Axis Ostwind has more frequent reloads, will be less effective vs units in cover or in buildings.
Axis Ostwind’s damage to player-buildings has been reduced (35-40% reduction)
Axis Panther tuning moderate speed and rotation rate increases (bringing mobility a bit closer to the Allied Sherman). It’s gun range has been increased by 10 and makes it the longest range tank killer apart from AT guns.
Tuned projectile launcher location for Axis Pak 38 so it now shoots from the correct gun height.
Axis Armoured Car cost increased by 10 fuel points.
Axis Stug build time increased by 10 seconds.
Full health snipers are no longer “one-shot” killing each other. It now takes 2 sniper shots for full health sniper kills.
Allied Sherman main gun should no longer have an easier time killing units garrisoned inside of buildings than if they were outside
Allied Engineers have a 1% chance to instantly kill a target
Fix for the computer AI constantly cancelling construction and rebuilding a structure when destroying the building and staying in the area in any game.
Allied Engineer Demolitions ability should now destroy an Axis Security Post in one hit.
Sniper weapon has a chance of inflicting casualties or leaving target alive.
Axis Salvage ability is no longer giving inappropriate returns for the Axis Halftracks and Stug.
Fixed the Allied Bazooka’s unnecessary accuracy penalty vs. the Axis Stug and Panzer IV.
Allied Airborne Satchel charges strengthened against buildings and bunkers.
Allied Rangers now detect units at a range of 7 meters.
Axis Flammenwerfer halftrack does not apply the weapon if the Halftrack is upgraded when Pioneers are garrisoned inside
Axis Puma and Stug combo in the Tier 3 building efficiency tweaked.
Fortify the Perimeter ability has been strengthened by 1 command point.
Axis Flak 88 ability has been increased by 1 command point.
For the Fatherland ability cost has been reduced by 20%.

MOD SUPPORT
-----------

Scenario pack support
A scenario pack (*.sga file) is an archive that contain all the files needed for a scenario allowing for easy map sharing.
To play a new map put the scenario pack in the "$CoHInstallDir\WW2\Scenarios\" or the "My Documents\My Games\Company of Heroes\Scenarios\" folder.

Added the Worldbuilder tool.
Added the MovieMaker tool.
Supports export of scenario packs by selecting Export Scenario in the File menu.

Replay changes bring it up to standard for an RTS... good shit there.

New 3v3 map is sexy. Hedgerow is easily my least favorite map in the game.... Hill 331 gives allies a ridiculous advantage due to its size and terrain and I'm fucking sick of Montherme.

Most of the gameplay changes are pretty fucking ambiguous. But they sound like good things... yay?!

Allied and Axis HQs can no longer be deleted by the player to gain bonus infantry units.

The axis cheat to delete HQ was never really a huge advantage because it delayed your WQ time severely, but its a good change anyway. Really I'd like to see allies and axis getting a comparative squad since allies only get 1 engineer unit.
Players will no longer lose munitions income from creating an Axis Sniper.
Amazing that this wasnt fixed before release, but not a huge deal anyway.
Axis Halftracks and Allied halftracks will now carry a maximum of 3 squads.
This will help with the viability of infantry base assaults. Currently trucking in only 2 squads is just going to feed the other guy XP most of the time.
Axis Ostwind has more frequent reloads, will be less effective vs units in cover or in buildings.
Axis Ostwind’s damage to player-buildings has been reduced (35-40% reduction)
The cover changes are good. This will give units like rangers and RR paras, which SHOULD prove threatening to an ostwind, a fighting chance... The damage vs building reduction is much needed... ostwinds are just wrecking balls against structures
Axis Panther tuning moderate speed and rotation rate increases (bringing mobility a bit closer to the Allied Sherman). It’s gun range has been increased by 10 and makes it the longest range tank killer apart from AT guns.
For the price tag, Panther is pretty weak... this change really isnt going to bring it up to quite where it needs to be. Except for high fuel maps, Stugs will still be the best option for Axis against armored foes.
Allied Engineers have a 1% chance to instantly kill a target
Thats pretty vague... is this per shot or per clip? Per man or per squad? I dont see why this is neccesary anyway.. engineers already rape pioneers and can even take on weapon crews if conditions are good.
Sniper weapon has a chance of inflicting casualties or leaving target alive.
Pretty fucking vague. "Alive" as in wounded and recoverable by medics, or "Alive" as in 1 health left? Snipers are useless enough as combat units and have been relegated almost entirely to the scout role in advanced games. No need to nerf their output, so I hope the answer is the former.
Fixed the Allied Bazooka’s unnecessary accuracy penalty vs. the Axis Stug and Panzer IV.
Thank fuckin' god.
Allied Airborne Satchel charges strengthened against buildings and bunkers.
Excellent change. 3 satchel charges to blow up 1 fucking bunker? Total waste of munitions

Axis Puma and Stug combo in the Tier 3 building efficiency tweaked.
what the fuck does that mean?


Fortify the Perimeter ability has been strengthened by 1 command point.
That doesnt change the fact that MG's on your structures means precisely dick when the other guy rolls in with armor
Axis Flak 88 ability has been increased by 1 command point.
For the Fatherland ability cost has been reduced by 20%.
Defensive needs drastic help to become useful. For the Fatherland will probably kick ass now in the early game, but the rest of the tree is too terrible for anyone to take it seriously.
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cadalano
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Post by cadalano »

changes i would have liked to see...


damage reduction vs buildings for panzershrecks, recoiless rifles, and bazookas. Regular infantry squads should not be able to level a building in a half-dozen volleys.

Calliope rocket barrage nerf. Personally I'd like to see the munitions cost increased, but theres a thousand ways to address it. The calliope sherman itself is fine, ignoring 5000 whining nazis

Grenades need to be more reliable against garrisoned units. 1 Grenade for the same price of 25 munitions will pretty much randomly do anything from bruise 1 guy, to completely kill 3 guys. Make it less random

OP's in construction start with a large amount of health. If I am forced to retreat from an point quickly, I can start building an OP on it which will cockblock the other guy from reclaiming the point. I can then cancel construction whenever i feel like it to retrieve my 200 manpower. That aint fair

Defensive structures under production are the exact same thing as completed defensive structures. That means I can build a wall of 100% effective tank traps, wire, or sandbags at the same speed that my engineer unit can MOVE.

Stugs need to be less effective. Panzer 4's and Panthers need to be MUCH more effective.

Grenadiers are a tragedy. Increase them to 5 man... reduce upgrade costs... improve veterancy bonuses... ANYTHING. Just HELP these pathetic creatures
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cadalano
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Post by cadalano »

awesome post, cad
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miir
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Post by miir »

I see what you just did there.
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Winnow
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Post by Winnow »

Winnow's got a great post about this but I can't find the link.
cadalano
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Post by cadalano »

hows about you chumps get out of my thread?
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Post by Aslanna »

You'd be able to find it if you were using Copernic!
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