

V1.5 UPDATE

SOVIETS

Penals



We have found that the flamer assault package achieves the intended outcome of preventing the squad from scaling too well into the late-game. Unfortunately the nature of the package combined with the time of arrival would make this package too potent for certain matchups, especially when combined with an M3A1 scout car. To delay the package, and to present people that want to rush early flamers with a strategic trade-off, we are locking the Penal flamer upgrade behind molotov tech.



Fixed an issue where Penals previously merged to the squad would all retain SVT rifles when the squad is researched

Locked Flamer behind molotov upgrade



USF

USF mortar



The USF mortar is still very lethal, given the early-game strength of the faction it is in, as well as the characteristics of the opposing factions. To keep things fair and unique, we are further reducing the raw damage (and range) in exchange for mobility. Thus, the USF mortar, like all mortars in the game, will have a particular area it excels in, and it will better fit the theme of the faction.



Cost reduced from 260MP to 240MP

Near AoE distance further reduced from 0.9 to 0.75

Pack-up time improved from 1.9 to 1.1



Stuart



The Stuart tank receives some interesting bonuses with its veterancy that would allow it to scale into the late-game as a scout, and as a harassment tool. To ease Stuartâs transition into the late-game, we reducing the veterancy requirements of the stuart, which are currently too high, compared to other vehicles.



Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480



M15



Weâve found that the M15 simply takes too long to achieve maximum veterancy level and benefit from the scalability bonuses we have introduced in WBP.



Vet requirements reduced from 1290/2580/5160 to 1000/2000/4000

Improved an issue where the main gun would have difficulty tracking aircraft



UKF

PIATs



We have found out that due to a numerical mistake, the reworked PIATs achieve a much higher damage output than the one we intended for them:



Reload cycle prolonged (now made equal to bazookas)

Post_firing_aim_time increased from 0 to 1.25

Cooldown time decreased from 1.25 to 0

Reload time increased from 4.5 to 5.75



Universal Carrier



We have found that the universal carrier has a very difficult time to perform its anti-garrison role once certain events happen: a counter enters the field, an MG42 achieves veterancy 1 (with phosphorous rounds). To improve the situation and allow the British faction to have a somewhat reliable anti-garrison tool apart from the Mortar Pit, we are trading some armour for the universal carrier off for raw hitpoints. This tradeoff will make the universal carrier more resilient to the following kinds of threats:



MG phosphorous rounds

Light vehicles

(upgraded) carriers vs schreck-equipped squads



At the same time, we have found that the carrier is particularly good at âtankingâ damage, by being able to out-repair it. The same armour-for-HP trade-off will make tanking less feasible than before. This will also make engaging the carrier with small arms fire feel more reliable.



The Universal Carrier with its fixed-arc weapons has a very difficult time gaining experience in the later phases of the game, especially once anti-tank guns hit the field. To rectify, we are expanding the shared veterancy mechanic to the universal carrier as well. We have also readjusted the veterancy requirements for levels 1 and 2 to bring the carrier in line with other units, and make the transition more smooth.



To give players an actual goal to strive towards for attaining veterancy for their carriers, we are giving the carrier the ability to capture points when it reaches max level. Thus, a universal carrier will feel less of a dead-weight unit for the late game.



Base HP increased to 240 (upgrades still yield +40HP)

Front armour reduced from 10 to 8.333

Rear armour reduced from 5 to 4.167

Upgrade also increases armour by 1.029 times (to compensate)

Universal carrier now receives shared veterancy

Veterancy requirements reduced from 720/1440/2160 to 540/1080/2160

Veterancy 3 yields passive territory capture



BUG FIXES



Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement



Fixed an issue where decrewing a vehicle with hold-fire on would permanently put the vehicle in a hold-fire state



Bug Fixes (mod-only)



Fixed bug where Katyusha/Panzerwerfer minimap icons would not indicate the rotation of the vehicle (after icon resizing QoL change)



Fixed an issue where it would be possible to throw AT satchels for free. AT satchels can no longer be targeted on friendly units.

Adjusted the UI text of Kubelwagen detection to indicate that detection disables movement while active.



QoL (Mod-Only)



Adjusted the minimap icons size for the following units: Sexton, 250, Zis truck





