Home › Forums › Development › Changelog › 3.1.6 – US Infantry Patch Changelog – Live on Steam now !
- This topic has 31 replies, 11 voices, and was last updated 7 years, 4 months ago by mongalong247.
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24/07/2017 at 9:20 pm #3296mongalong247Moderator
There’s three of us working on this patch, doing various aspects of it – as always Olhausen is working on the biggest job – the doctrine overhaul. Starbuck is continuing on with his job of creating and adding camo bushes to vehicles, and also chipping away at the bug fix list. I’ve been doing some work on the Win Condition Pack.
Tuning pack changelog:
AEF:
. Added WP rifle grenade to 83rd Veteran riflemen in RTC dispatch.
. Removed assault bonus charge ability from Captain Squad
. Added Captain Squad to Infantry doctrine. Now Captain squad in AEF will be more of an admin unit.
. Reduced by 35% the damage of all light artillery & mortars vs garrison cover.
. Moved support riflemen to Armored Doctrine.
. Removed White Phosphorus rounds from 75mm Pack howitzer. Now WP belongs only to the infantry doctrine.
. Airborne 501 intel is now using new recon system
. Airborne command squad off map artillery abilities now apply correct delays with message before off map ability.
. Infantry Ranger Scout Patrol is now using new recon system.
. Added M1917A1 Browning HMG .30cal to Infantry doctrine.
INFANTRY DOCTRINE REWORK:
- M4A3 Sherman 76mm unlock (done)
- Dispatch 634th Tank Destroyer Battalion (done)
- M4A3 Sherman 105mm unlock (done)
- Dispatch Rag Tag Circus (done)
- Replacement Depot (done)
- Assault Vest Unlock (done)
- Ranger Assault Squad (done)
- US Rangers 2nd Battalion Unlock (done)
- Ranger Demolition Squad (done)
- Medal of Honor (done)
- M2 4.2 inch emplacement unlock (done)
- Battlefield Commission (done)
- Replacement depot (done)
- White Phosphorus Ammo (done)
- Xylophone artillery unlock (done)
- Heavy demolition gear unlock (done)
Riflemen Gear:
a. Riflemen Global
. Starting loadout: 6x M1 Garand
. Upgrades: 1x BAR, Rifle Grenades, Med Kit, Specialize (1x Bazooka OR 1x LMG)
Specialize: Choose one extra weapon upgrade depending on the mission at hand. Add either a Bazooka or an M1919A4 LMG.
b. Riflemen Infantry Doctrine
. Starting loadout: 5x M1 Garand, 1x BAR (free upgrade only after unlock platoon command post or Company command post)
. Upgrades: 1x BAR, Rifle Grenades, Med Kit, Scrounge (1x Bazooka OR 1x LMG)
Scrounge: Beg, borrow or steal an extra weapon from the rear areas to increase your squads firepower. Add either a Bazooka, or a second B.A.R or an M1919A4 LMG.
White Phosphorus ammo:
. M15 White Phosphorus grenades NEW
. M1 Garand White Phosphorus rifle grenade shot NEW
. M1 81mm Mortar White Phosphorus rounds improved.
. M2 60mm Mortar White Phosphorus rounds NEW
. M4A3 Sherman 75 mm White Phosphorus improved.
Battlefield Commission:
. Infantry Captain will be able to promote an NCO to a junior officer in US Riflemen squads.
. The new officer will come with a Thompson
. Infantry doctrine Riflemen can level up to vet lv4.
SOVIET ARMY:
. Remove Katyusha BM-13n from Shock army
. Reduced to x2 Katyusha BM-13n from Artillery Division
. Moved 120mm mortar from Artillery Division to Shock army.
. Razvedchiky Recon squad is now using new recon system values.
British Commonwealth:
. Reduced armor and hitpoints of 25pdr naked.
. Fixed 25pdr emplacement. Now the gun is destroyed with the emplacement and the repair ability works ok on it.
GENERAL
. Reworked infantry recon system. To have a more realistic modding we modify the recon system in the following way:
a. Camouflaged Scout – prone binocular, worst view – 50%.
b. Infantry Spotter/ Forward Observer – normal binocular view – 75%
c. Upgraded infantry Optics spotter – Improves range to 100% effective (equivalent to the beobachtungspanzer).
. Camo system:
a. Turret less vehicles and tank hunter units have non realistic camo system (vehicle disappears)
b. Tanks and other units after vet 1 will use realistic camo system with bushes (Credits to Starbuck)
Icons/Symbols/Bug Fixes
Global
- Changed build icons for all AA vehicles to give a quicker visual differentiation between halftracks. See example below:
- Changed build icons of Walking Stuka and M8 HMC for same reason as above.
- Changed icon of HE rounds when equipped.
- Changed “Blue Icon” for all AT guns for all factions to indicate the size of the gun. This should give players a quicker visual differentiation between them (especially for German Defensive doctrine) See example below:
Old Pak 43: vs. NEW Pak 43: and NEW Emplaced Pak 43:
Soviet
- Engineers:
. Changed name of unarmed “Engineers” to “Construction Engineers”.
. Build icon and symbol now match. Old icon/symbol: is now:
- Sappers:
. Build icon and symbol now match. Old icon/symbol: is now:
Wehrmacht
- Pioneers
. Changed name of unarmed “Pioneers” to “Bautrupp”.
. Build icon and symbol now match. Old icon/symbol: is now:
- Infantry Pioneers
. Changed name of armed “Infantry Pioneers” to “Pioniertrupp”.
. Build icon and symbol now match. Old icon/symbol: is now:
AEF:
- 82nd Airborne Engineers can now build sandbags.
- AT squad symbol changed. Old icon/symbol:is now: . This change is due to the incoming Rangers to the new doctrine.
- Rear Echelon Squad
.Changed name of “Rear Echelon Squad” to “Engineers”.
.Old icon/symbol: is now:.
British:
- Fixed icon of Vickers upgrade from incorrect Bren icon for Sappers.
Waffen:
- New build icon and symbol for 600th SS Fallschirmjagers:
Tank Camouflage Bushes
Waffen: All medium and heavy armor complete
AEF: All medium and heavy armor complete
British: All medium and heavy armor complete
Soviet: All medium and heavy armor complete
Wehrmacht: All medium and heavy armor complete
Win Condition Pack
- Adjust the code to allow for a fourth doctrine to be selected for each faction.
- Developing new faction banners to better reflect the doctrine overhauls
Here an example:
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
- This topic was modified 7 years, 4 months ago by Olhausen.
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28/07/2017 at 4:52 pm #3366shadowfiendParticipant
Great Work! 🙂
- This reply was modified 7 years, 4 months ago by shadowfiend.
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03/08/2017 at 1:31 am #3505mongalong247Moderator
Thanks 🙂
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03/08/2017 at 3:12 pm #3511GoroParticipant
Genial!!!!!
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03/08/2017 at 3:13 pm #3512OlhausenKeymaster
Que grande Gorito !!!!
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06/08/2017 at 2:30 am #3565Death_KittyModerator
Everything looks sweet, especially that katyusha change.
EDIT: and I’m gonna have some doc guide updates to do.
- This reply was modified 7 years, 4 months ago by Death_Kitty.
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11/08/2017 at 5:03 am #3613qinzuoqiuParticipant
I have noticed the new video in Youtube channel, very Great work !
BTW, where is the captured Panther tank? i rememberd there is a post mentioned about it will appeared in US Infantry Dortrine.
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11/08/2017 at 6:43 am #3614MeatShieldNZKeymaster
Ah yes the Panther, you’ll find out very soon. 🙂
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14/08/2017 at 12:32 am #3665qinzuoqiuParticipant
Yep, random units, COOL !
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11/08/2017 at 2:06 pm #3615MorgothParticipant
Looks tasty 😀 Thanks for youtube video!
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12/08/2017 at 8:05 am #3625
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18/08/2017 at 7:36 am #3744mongalong247Moderator
3.1.6 a Changelog Update
Infantry Footspeed
- All infantry speed reduced from 3 m/s to 2 m/s
- All light/medium support weapons speeds reduced from 3 m/s to 2 m/s
- All heavy support, AT and mobile artillery weapons speeds reduced from 3 m/s to 1.8 m/s
Infantry Build & Reinforcement Times
- Build times adjusted using the following formula:
- Common unit x2
- Semi elite troops x3
- Elite troops x4
- Super Elite troops x5
- All reinforcement times are set based on the above formula as well.
This is done to prevent the spamming of elite (and units capable of vetting up to levels above three)
Quality of Life
- All factions have a max CP set to 99 from 32, this is to eliminate the rolling visual and audio cues when the tech tree is fully unlocked each time the CP counter rolls around.
- All tech tree panels for Waffen and US have been updated to remove the costs, this sets us up to not have to redo the panels each time we make any small changes to the pricing etc.
Camouflage Bushes
- All vehicles with camouflage bushes ability now requires Vet 1 to unlock
- Bushes now give a sight and range bonus of 10m
- All objects used are set to be invisible in the fog of war
- All “moveable turret” tanks will also have Camouflage specifically made for Winter maps as well. (only works if a map supports/requires cold weather and campfires)
.AEF :100% complete
.Wafen: 100% complete
.Soviet: WIP
.Brits: WIP
.Wehr: 100% complete
Text/UI
- Many of the in game descriptions and UI text has been updated to better represent the abilities that they are attached to.
- Hold fire ability set to position 34 (third row, fourth column) from 23 to remove the conflicting ability when setting vehicles into prioritize vehicles mode
- All Resupply vehicles now have an extra icon in their blue symbol separating them from transport trucks
- All vehicles that are able to spot units in camouflage now have an extra symbol(eye) in their build menu to help players understand their role and recon ability. Specifically, these are the M20, Bren Carrier, Puma, T70 and Sdkfz 221.
Pending Changes
(may not be implemented in this patch)Infantry Speed Rework
We are working on a new mechanic to replace the old basic sprint and elite sprint one, we want to have it working so that speed increases incrementally as veterancy levels go up.
Call-in Unit Cool Down Times
Right now there are no real consequences to losing an expensive or high value call in other than the lost resources. One of the ways we are looking at is to lengthen the cool downs for call ins, making them far more of a valuable resource on the battlefield that need to be looked after and not thrown away in foolish battlefield decisions.
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18/08/2017 at 1:59 pm #3748Death_KittyModerator
1 thing about cool down timers: don’t touch SS panzer division. If you make those cool-downs any harsher, you risk nerfing the doc to unplayability. 502nd Jager is mandatory for them!
Airborne could use with higher cool-downs though…
- This reply was modified 7 years, 4 months ago by Death_Kitty.
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19/08/2017 at 9:23 am #3769mongalong247Moderator
Cool downs don’t affect the units call in times, its just to do with how often you can call it in. 502nd Jager are pretty hard to lose a whole squad of, so it shouldn’t affect them too much unless you played horribly and lost them immediately! XD
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21/08/2017 at 9:36 am #3788mongalong247Moderator
Incoming Beta Changes
Speeds
Increased speed from 2.0 to 2.8 m/s for infantry
Light and Medium Support weapons 2.7 m/s
Heavy Support Weapons 2.6 m/s
All US Support weapons get “rapid maneuvers” ability – adds 1.5 m/s for 10 sec
UI/UX
Group Sprint works for most units of the same selection group
All fighting infantry added to selection group usf_riflemen
All rangers added to usf_rangers
This allows for sprint, prone and grenade to be accessible when in a group selection.
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21/08/2017 at 1:47 pm #3789Death_KittyModerator
Now this is more like it!
Wonderful.
Could a similar “rapid mobility” upgrade be given to the PaK at vet 1? Otherwise, this changelog looks much better.
- This reply was modified 7 years, 4 months ago by Death_Kitty.
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21/08/2017 at 9:13 pm #3796mongalong247Moderator
@death_kitty rather than modding every faction at once and then finding something not working well I’m testing this on the US first so we can test them before adding them to all other factions.
We won’t be hiding it behind a vet 1 requirement though.
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21/08/2017 at 2:17 pm #3791VinnySOBParticipant
This is good news. The group abilites sound interesting. The rapid movement ability is how other mods allow the AT guns and weapons teams to (sprint) as well. It works nicely.
On another note, I was playing Spearhead’s rifle doctrine (infanrty doc) last night, and as far as I know, all of the abilities used for all their docs are taken straight from commanders in the game, but I could be wrong about this. Is that where all abilities come from or can you create your own?
The reinforce ability SH uses for riflemen is similar to the reinforcement depo you were planning/using, but it reinforced an entire squad if 3 or more are lost, so even if you lose half of the squad you get a new one and I believe it was far less expensive to use.
Looks like you may be using the soviet reinforce ability which requires squad wipe for replacement. I am only going off the Spearhead US rifle and Soviet reserve docs as they both have a reinforcement ability and they are slighly different. The US version is much better. Plus, the little emblom that pops up in the riflemen portrait, when the reinforcement depo ability is in use for your infantry doc, is that of the soviet reinforce ability. Not sure if that makes any difference or if it is purely asthetic. I am curious about this though.
Looking forward to the next installment of infantry doc goodness.
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22/08/2017 at 4:37 am #3804mongalong247Moderator
For all intents and purposes they’re using the exact same ability as us, just with different settings, we can set any number of entities lost and it will replace with a squad back, they’ve got three losses = one new squad. At the moment we’re looking at a 1:1 replacement – any six entities (from the list) lost = a new rifleman squad.
The only reason ours still shows the Soviet icon in the portraits is that we haven’t replaced it yet.
Hopefully this clears it up, there’s no way to set it so that the squads automatically reinforce their losses that I can see. The best I could suggest would be to give the incoming squads a merge ability but that’s not ideal for what we have planned.
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21/08/2017 at 8:29 pm #3794OlhausenKeymaster
About abilities: Dont know if this your question, but tool allow to create your own abilities. In fact Wikinger had his unique abilities.
About replecement depot, yes it is a modification of a vanilla ability in the soviet side.
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21/08/2017 at 10:48 pm #3798VinnySOBParticipant
Thank you for the response. That is really amazing that you can create your own abilities. Great. I cannot wait to see what you guys come up with next. Thanks again.
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22/08/2017 at 9:09 pm #3818mongalong247Moderator
3.1.6 C Beta Change Log
- 107mm Mortar emplacement fixed
- Added Self destruct button
- 2nd Ranger Battalion Unlock CP fixed
- USF Forward HQ troops fixed
- Ranger Scout Patrol “Hold Fire” added
- Corrected Sherman 105mm pop cap limit and text
- Riflemen have a specialization upgrade
- Riflemen Global Starting loadout: 6x M1 Garand
Upgrades: 1x BAR, Rifle Grenades, Med Kit, Specialize (1x Bazooka OR 1x LMG) - Riflemen Infantry Doctrine Starting loadout: 5x M1 Garand, 1x BAR (free upgrade)
Upgrades: 1xBAR, Rifle Grenades, Med Kit, Scrounge (1x Bazooka OR 1x LMG)
- Riflemen Global Starting loadout: 6x M1 Garand
- .30 cal HMG losses added to Replacement Depot
- 25pdr naked – armor reduced from 70 to 25, hitpoints reduced from 400 to 350
- 25pdr Emplacement – weapon dies with emplacement
- Added Self destruct button
- This reply was modified 7 years, 4 months ago by Olhausen.
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22/08/2017 at 9:26 pm #3820VinnySOBParticipant
Awesome! When does this take effect?
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22/08/2017 at 9:35 pm #3822mongalong247Moderator
I’m just waiting on the last changes from @olhausen and then I’ll be building and releasing the beta – probably about an hour from now
- 107mm Mortar emplacement fixed
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22/08/2017 at 11:34 pm #3829Death_KittyModerator
love it!
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23/08/2017 at 12:07 am #3830VinnySOBParticipant
much better, Hold fire does not work on mortar pit, but all other bugs with it seem to be gone. Spotter still moves when in binoccular mode, and demo ranger states can build two, but only allows one. Other stuff is great, I was buiding rifles like they were going out of style. They do not reinforce fast though, are they supposed to? They build faster than I can reinforce one man from the team. Doc is way better now. I will keep testing as I did not get to build everything last time. Great work.
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23/08/2017 at 12:14 am #3831mongalong247Moderator
Hi Vinny, we’re pretty sure we know why that some units aren’t reinforcing in the “correct” time.
Common riflemen – 3 sec
Rapid Deployment Infantry – 0.5sec
If you’re trying to reinforce a unit you built before the rapid deployment upgrade it will still have its 3 sec per entity reinforcement time. All riflemen built after the upgrade will have 0.5 sec per entity.
There’s nothing we can do about this sadly.
- This reply was modified 7 years, 4 months ago by mongalong247.
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23/08/2017 at 2:01 am #3834VinnySOBParticipant
Ok. That makes sense. Thank you for Clearing that up. I am sure others were wondering that as well.
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23/08/2017 at 2:32 am #3837VinnySOBParticipant
Some things still seem to be out of sorts:
Engineer still shows rear echelon
Spotter still moves with binoculars on
Mortar Pit will not hold fire
Descriptions still state you can build 2 demo rangers and 2 105s, but you cannot
Requests:
I assume you have not added evasive action to demo squad because of the flamethrower. Can we have the option to pick flame or bazooka, instead of just adding a bazooka, so that if we pick the zook, we get evasive action?
Not having evasive action really limits this piece. It makes setting charges almost impossible without microing someone else with smoke to get them into an area. They are the only ranger squad, aside from captain squad, that cannot camouflage and move into enemy territory. I would like to be able to sneak up and lay a charge on a bunker or bridge, or whatever, but they cannot.
Also, can we get flares or booby traps instead of the stick charges? The doc has spotters and a sniper, but flares would be nice and actually, booby trapping points would be even better. That is a demo squad function and does not even require evasive action to do it. Please consider making this more of a demo squad than a flamethrower squad. I would rather just have an option to have combat engineers called with the ragtag or as another build option if flame is that important. Just my thoughts, I think the unit could do a lot more than it does now if had evasive action and or booby traps and or flares.
Keep up the amazing work. This doc gets better every build.
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24/08/2017 at 7:31 am #3854mongalong247Moderator
3.1.6 d Beta
Adjusted “braindead” Wehrmacht AI – now appears to behave like other factions in internal tests.
Please test against Wehrmacht on any difficulty and let us know what you think – also if you notice any lag can you please let us know what map you were playing on as this seems to be a common cause for lag spikes we are noticing.
- This reply was modified 7 years, 4 months ago by mongalong247. Reason: changed 3.1.5 to 3.1.6 - thanks Nyvre
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26/08/2017 at 8:47 pm #3903NyvreModerator
You accidentilly put 3.1.5
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27/08/2017 at 7:25 am #3909mongalong247Moderator
Thanks – I’ve corrected it now.
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