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Releases: cohstats/coh3-data

v2.0.5-2

10 May 08:40
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Update RU locstring

Full Changelog: v2.0.5-1...v2.0.5-2

v2.0.5-1

29 Apr 18:41
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What's Changed

  • Update game data to version 35120 by @github-actions in #74

Full Changelog: v2.0.3-3...v2.0.5-1

v2.0.3-3

11 Apr 08:40
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  • add community RU locale

Full Changelog: v2.0.3-2...v2.0.3-3

v2.0.3-2

25 Mar 18:27
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What's Changed

  • Language tools by @petrvecera in #71
  • Update game data to version 34346 by @github-actions in #72
  • Update game data to version 34346 by @github-actions in #73

New Contributors

  • @github-actions made their first contribution in #72

Full Changelog: v2.0.3-1...v2.0.3-2

v2.0.3-1

16 Mar 21:35
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Full Changelog: v2.0.2-1...v2.0.3-1

v2.0.1-1

04 Mar 20:38
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Full Changelog: v2.0.1-1...v2.0.2-1

Today’s hot fix addresses an issue that allowed certain Wehrmacht units to use multiple special weapons or throwables at once, along with several other singleplayer and multiplayer issues. This will likely invalidate mid-mission Campaign save files and Replay files. You can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.

Gameplay/Maps

Fixed Wehrmacht Grenadier merge squad exploit.
Fixed an issue where M4A1 Sherman Whizbangs did not get the 76mm upgrade after Jettisoning their rocket launcher.
Headquarters sectors on both (2) Semois and (4) Crossing in the Woods have been adjusted to provide more space. It was known that poor placement of production buildings and medical tents could prevent production buildings from being constructed.
Fixed an issue where the British Headquarters 25-pounder gun would have its projectiles impact against the HQ when firing on certain maps.
Fixed an issue where the King Tiger would not get the correct veterancy modifiers including the side armor damage reduction.
Fixed the Anti-Tank Bunker upgrade not being purchasable for the Wehrmacht Coastal Battlegroup.
Fixed an issue where the Infantry Section Flare ability was not available if Valour was unlocked.
Ambient audio and music have been restored on (6) Longstop Hill and (8) Alam el Halfa.
The red farmhouse building on Angoville only had one functional door due to a tree blocking it. This tree has been replanted.
Fixed an issue where the Canadian Shock Section could select the PIAT upgrade when their weapon inventory was already full, causing them to waste munitions and be unable to use their Critical Shot ability. Now the upgrade is correctly canceled if the inventory is full.

Campaign

Fixed an issue where Gurkhas could not use smoke grenades in Campaign missions.
The Bunker and Howitzer during the defense of Vinchiaturo have a slight chance to spawn in the exact same location. This has been fixed.

UI/UX

Additional icons have been replaced for Button Vehicle, Hull Down, and Side Skirts.
The Sherman Easy Eight icons have been updated to match the in-game model.
Updated the Wehrmacht S-mine Launcher ability icon.
Fixed unit decorators becoming visible when the unit is just barely out of vision range.

Performance/Stability

Fixed a crash when attacking Artillery companies with the British Forces Armoured Company in the Italian Dynamic Campaign.

v2.0.1-1

27 Feb 08:07
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Full Changelog: v2.0.0-1...v2.0.1-1

Today’s hot fix addresses several singleplayer and multiplayer issues. As a result, this will likely invalidate mid-mission Campaign save files and any saved Replay files made after the launch of the 2.0 update. We are still monitoring the multiplayer meta and any high priority bugs reported via the help portal for potential hot fixes in the coming days.

General
Computers with 8GB VRAM and 24GB of RAM can now select the Ultra texture detail level.
Fixed an issue where S-mines did not use camouflage shaders.
US Forces decorator icons using an old visual style have been updated with the current decorator icon style.
Updated missing translations for some abilities in the Campaign.

Gameplay
Jericho Trumpet – No longer affects retreating units. Cost reduced from 110 munitions to 90 munitions.
Goliath - Fixed an issue where the Goliath projectile and explosion type was incorrect.
Fixed the Artillery Radio Beacon not working.
Fixed an issue where the Medical Halftracks Advanced Medical Crews ability did not function in singleplayer.
Fixed an issue where the British Armoured Company could not purchase the 6-pounder Anti-Tank Guns during missions or skirmishes.
Fixed an issue where the US Forces M3 Stuart Light Tank could not use the Smokescreen ability in the Campaign.

v2.0.0-1

25 Feb 18:57
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Full Changelog: v1.9.4-1...v2.0.0-1

.0 Anniversary Update Patch Notes (2.0.0)
OVERVIEW

The 2.0 Anniversary Update celebrates the 2-year anniversary of Company of Heroes 3 with several new additions to the game, including four new Battlegroups in the Fire & Steel DLC. This update also features the return of some fan-favorite maps from CoH1 and CoH2, improvements to the Italian Campaign, multiplayer balance changes, and much more.

You can get a summary of what's coming in this update in our Mission Briefing and find the Known Issues list here.

NEW CONTENT & FEATURES

Battlegroups

The Company of Heroes 3: Fire and Steel Battlegroup DLC pack, available for purchase on Steam, consists of four Battlegroups for Multiplayer, Co-Op vs A.I., and solo Skirmish.

US Forces – Heavy Weapons Battlegroup

Superior team weapons and halftracks control the battlefield before heavy armor arrives to finish the fight.

Requisition .50 cal heavy machine guns or off-map batteries of the devastating Black Dragon howitzer as part of Weapons Team support. Call in the Cavalry, with Assault half-track variants, 3-inch towed Anti-tank guns, and the implacable M26 Pershing heavy tank.

Wehrmacht – Terror Battlegroup

Shatter the enemy’s willpower with airstrikes, suppression, and superior infantry tactics. Devastating heavy weapons will destroy anything that remains standing.

Use unorthodox Terror Tactics such as field interrogations, the Stuka’s iconic Jericho Trumpet, or V1 Rocket Strikes to force the enemy from the field. Show no quarter with Weapon Superiority and the powerful King Tiger heavy tank.

British Forces – Canadian Shock Battlegroup

Seize territory to gain unparalleled momentum on the battlefield and deploy powerful incendiary weapons to displace any who dare deny your movement.

Call upon Canadian Shock Sections and aggressive battlefield tactics to secure ground in a Shock Assault. Deny the enemy what they stubbornly refuse to cede with Incendiary Weapons, including the indefatigable Churchill Crocodile.

Afrikakorps – Panzerjäger Kommand Battlegroup

Cripple the enemy’s advance with defensive obstacles, enabling powerful anti-armor weapons to make the killing blow.

Use Stalling tactics, including Roadblocks, Minefields, and Defensive Positions, to buy time to deploy your forces. Elite Tank Busters and Tank Hunting tactics, including the Elefant Tank Destroyer, will crush even the strongest enemy armor.

Learn more about these Battlegroups in these videos:

Heavy Weapons & Terror Battlegroup Overview
Canadian Shock & Panzerjäger Kommand Battlegroup Overview

MAPS

New Maps

To celebrate the 2nd anniversary of Company of Heroes 3, we are excited to be reintroducing remakes of several famous classic maps from the franchise’s history along with an all-new map from the community.

Angoville (1vs1)

Arguably the most cutthroat competitive map in Company of Heroes makes a return. Expect dramatic cut-off gameplay through the map’s center and along its main roadway, and severe fighting over the opposing Fuel points in the open fields to the West and farmhouses to the East.

The small farming community of Angoville has the potential to be the staging ground of a short but bloody battle. Open fields in the west would allow the swift movement of large squadrons unhindered by the terrain. Medics pray that the shelter found on the eastern end would be enough to hold off an Axis offensive that would surely prove fatal for the wounded too weak for transportation. The farmhouses to the east have been long abandoned, farmers fearing the impending conflict.

Langres (1vs1)

A compact and iconic CoH1 Community map makes a return, blending the designs and aesthetic CoH1 and CoH2 versions. Expect heavy fighting over the map’s exposed central fields, and tense skirmishes around its flanking groves and farmhouses.

This unassuming curve in the road is the only feature of note for many kilometers in any direction. The nearby fields and small farms have no strategic significance but will ultimately be the last resting place of thousands.

Classic Company of Heroes community map, originally created by Michael Scharhag (m1chi).

Crossing in the Woods (1vs1)

Drawing on inspiration from the Crossing’s original design “Bois de Chatelet”, this 1vs1 version uses the same map size as COH1 and COH2 to create an intense competitive map. Players will be hard-pressed to maintain control of their entire frontline along the river’s edge without ceding the force required to break through.

<Halt called 50km North of Rome. Destination: Po V. Many wounded.

Rear-guard action underway. Casualties unacceptable. Enemy air cover high. Using forest to cover movement.

Fresh water available. Supplies low. Munitions low. Request support.>

Classic Company of Heroes community map, originally created by OnkelSam.

Crossing in the Woods (2vs2)

This 2vs2 version of Crossing required some expansion – the original size was simply too small for Company of Heroes 3. We have extended the outer borders of the map to include some additional flanking routes and plenty of cover, to better enable a breakout in this classic stalemate map.

“My NCO drew a line across the map, bisecting some insignificant stream in the middle of the woods. ‘Right here’ he’d said, ‘is where we make them pay for it!’ – I’m not convinced it was the enemy who paid a higher price in the end.”

Classic Company of Heroes community map, originally created by OnkelSam.

Djebel Pass (1vs1)

Djebel Pass is our latest Official Community Map, created by GBPirate. This competitive 1vs1 map rotates around a shallow stream in the depths of a Tunisian canyon. Preparing ambushes in the overgrowth, and flanking around ruins will be the order of the day.

As the American and British forces drive Heeresgruppe Afrika closer to Tunis, the Axis forces are increasingly desperate to blunt the Allied advance. Allied victory here will easily cutoff the Axis armies in Tunisia and ensure defeat while an Axis victory will further frustrate Allied advances and capture desperately needed fuel and matériel.

Multiplayer Maps Quality of Life Improvements

We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on the Official Discord[discord.gg]. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.
(1vs1) Gardens – Invincible hedges have been removed from the map center, enabling the map to better open up into the late-game.
(1vs1) Pachino Stalemate - Two adjacent buildings have been adjusted to prevent garrisoned units from attacking each other through the adjoining wall.
(1vs1) Villa Fiore - Some over-large rubble piles have been reduced in size.
(2vs2) Road to Primosole - Some river rocks have been removed or reduced in size, as they did not provide cover.
2vs2) Santuario - Adjustments to various rock formations and cover, improving the flow in the map North. A pile of detritus has been removed from a Western building's door, as it was blocking access. Various improvements have been made to the map's water, and fx has been reduced on the map's out of bounds area, improving performance.
(2vs2) Torrente - Some over-large sacks have been reduced in size.
(4vs4) Rapido River Crossing - Road speed modifiers have been added to all major roads map-wide, improving vehicle speed. Shot/sight blockers have been added to the ruined bridge in the map's South, reducing the ability for AT guns to fire through the terrain beneath these bridges. This was possible if units atop the bridge were providing sight.
(4vs4) Monte Cavo - Cavo's atmosphere was still found to be flickering during a transition from night to dawn. This has been fixed.
(4vs4) Winter Line – Several visual adjustments to the map’s foreboding main bunker, and fixes to territory bugs surrounding this area
FEATURES
Italian Dynamic Campaign Improvements

We have made considerable changes to the Dynamic Italian Campaign experience, including adjustments to Company structure on the Campaign map itself and their unit roster in missions and skirmishes, the loyalty system and detachments, the inclusion of new skirmish maps, and major updates to in-mission unit Veterancy. A detailed run-down of all the changes can be found below.

Company Changes

General improvements have been made to Companies and their costs:
All new Companies now build from Destroyers or Seaports in 1 turn to enable players to react quicker to their needs
The resource cost of Companies has been adjusted to better reflect their composition
Infantry-focused Companies Manpower cost increased from 250 to 275 but reduced Fuel cost from 50 to 25
Artillery-focused Companies Manpower cost increased from 150 to 225 but reduced Fuel cost from 100 to 50.
Armor-focused Companies Manpower cost reduced from 200 to 150 and Fuel cost has remained the same, at 100.
US Forces Armored

US Armored Companies are now more effective on the attack but will rely on Infantry support to protect them from overwhelming numbers, major counterattacks, or infantry ambushes.
Heal and Repair abilities removed.
US Armored Companies now rely on the ...

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v1.9.4-1

12 Jan 11:58
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Full Changelog: v1.9.2-1...v1.9.4-1

v1.9.2-1

28 Nov 19:45
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Full Changelog: v1.9.1-1...v1.9.2-1