This mod also works with Company of Heroes and/or Tales of Valor. Opposing Fronts is not required! There are many features that I added, for example: - a much more realistic Weapon damage system - many new skins for infantry and tanks (and wrecks) also including many of my own made tank skins - many new units for all factions - modified and enlarged Commander Trees (now 16 Upgrades!) - new abilities - new sounds - recommended new maps included

Report abuse *Outdated* Blitzkrieg V4.8.1.0 BKCMPIV Patch
Filename
Blitzkrieg_4.8.1.0_Patch.exe
Type
Patch
Uploader
Kr0noZ
Date
Feb 17th, 2014
Size
48.56mb (50,922,509 bytes)
Downloads
46,656 (8 today)
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Description

*Outdated, use 4.8.3.0 instead* This is the new Community patch IV (BK-Version 4.8.1.0) to be installed over Version 4.8.0.0. This patch contains a few experimental changes and includes stuff from the never released last internal patch to the Open Beta (details in the changelog - to be found in the description). Simply install over your 4.8.0.0. installation and you're good to go. Known issues: - Version info in the main menu will show BKCMPIV but still claim V4.80 on the dogtag; this is normal, the launcher will give you the actual version V4.8.1.0.


Changelog:

  • ALL Added 2500 and 4000 Victory point mode and 1000, 2500 and 4000 Infantry only victory point modes (experimental) - ALL Reduced infantry AT weapon effects against infantry (experimental)
  • ALL "Unit sniped" message removed (experimental)
  • ALL Fixed some captured AT guns table, and some target tables overall, not fully complete yet
  • ALL Maybe some other things, which were not logged, mostly graphical changes, because we used some of our internal undocumented files, let us know if you find something particular
  • US 37mm at gun build time reduced
  • US 37mm needs to upgrade AP ammunition before using it (removed insta-upgrade on build)
  • US 57mm at gun build time reduced
  • US 76mm at gun build time reduced
  • US Airborne units will no longer be able to retreat to US captain, they can retreat to Airborne mobile HQ instead (the one that looks like barracks)
  • US Machine gun emplacement cost reduced from 300 MP 15 munnition to 250 MP 15 munnition
  • US Increased price of FHQ airborne sniper from 300 MP to 350 MP
  • US Decreased price of FHQ airborne engineers from 400 MP to 360 MP
  • US Reduced Sniper sight range
  • US M36 Jackson (non-B variant) has weaker variant of camo-lockdown ability (no bonus range, no flank speed on end, lower first-shot bonuses, no opponent inaccuracy on unhide) (experimental)
  • CW Removed bad loadout table on Commando PIAT squad
  • CW Reduced Sniper sight range
  • CW PIATs will not automatically fire on infantry
  • CW SAS has their weapon supplies in two containers, one contains bazookas, one brens
  • CW Some building textures changed (credits to by VanAdrian) (experimental)
  • CW Added M2A2-4 75mm Field Gun - builds from Tetrarch glider, good vs infantry, it has no abilities (by DMz & Beefy^) (experimental)
  • CW Added realistic 6pdr at-gun muzzle break (by DMz)
  • WH Increased Tiger and Tiger late variant hitpoints
  • WH Decreased Tiger and Tiger late long range shot veterancy required from 3 to 2
  • WH Reduced Tigerophobia effects on tanks a bit
  • WH Reduced Sniper sight range
  • WH Reduced Sturmpanzer Brummbär range by 5 (experimental)
  • WH Volksgrenadiers can upgrade MP40 without escalating phase
  • WH Stormtrooper halftrack heals nearby units after 5 seconds after move and while not fighting, manually activated healing kit removed
  • WH Stormtrooper halftrack cost increased from 220 MP 20 fuel to 250 MP 20 fuel
  • WH Reduced Stromtroopers cost in FHQ from 460 MP to 450 MP
  • WH PZB 41 Halftrack can build Pak 40 and Pak 43 AT guns on the field (experimental)
  • WH Added 88m PAK43 for WM defensive doctrine, it has camo and AP capability (by DMz & Beefy)
  • PE Advanced repair requires panzer-jager kommand OR panzer-support kommand instead of just panzer-support (so you can pick which one you want)
  • PE Decreased fuel trade from 100 munnition -> 100 fuel to 100 munnition -> 75 fuel (was only forgotten)
  • PE Reduced Sniper sight range
  • PE Fixed overlapping suppresion fire / flank speed of Hetzer

Have fun!

Regards,

Your BK-Mod Team

Preview Image
*Outdated* Blitzkrieg V4.8.1.0 BKCMPIV Patch
Post comment Comments  (0 - 50 of 78)
The_10p_Invader
The_10p_Invader Feb 17 2014, 3:09am says:

I don't mean to be rude by asking this, but can you please add a mode that disables only rockets and mortars? Very frustrating sometimes. :( The AI over utilizes them and can make otherwise great matches, unplayable.

+14 votes     reply to comment
The_Synthesizer
The_Synthesizer Feb 17 2014, 6:22am replied:

yeah would be good to make a mode where you could remove rockets, mortars, mortar halftraks and snipers

+1 vote     reply to comment
PanzerBlitz1
PanzerBlitz1 Feb 17 2014, 10:41am replied:

you have the only infantry mode in bk if you don't want arty vehicles.

+1 vote     reply to comment
Kontakt_5
Kontakt_5 Feb 17 2014, 4:55pm replied:

Doesn't limit infantry mortars though. I mean, obviously, it doesn't, it's not meant to. But in infantry only the AI once had around 6-10 mortars shooting at me, it was crazy and when playing as PE for example, there's no way you can fight back. No way at all, you just get raped. Being AI, they will also be happy with bombing their own other mortar teams, when you get in close to take them out.

Not saying it's wrong, I mean at most, in infantry only, I'd limit the amount of mortars you can produce, so that you use the mortars to soften up the enemy, not friggin' spam them all day long. But a mode without at least mortars would be pretty nice, I admit. And/or without rockets.

+5 votes     reply to comment
Kr0noZ Author
Kr0noZ Feb 18 2014, 12:07am replied:

Well, Infantry Only Mode is only in because at some point a few people thought that would be fun; It's not actually supported and if Wolf hadn't taken the time to fix it this mode wouldn't work at all in the current version.Yes, PE has a hard time against mortar spam, but that's the AI for you. Imposing hard limits on certain units in a certain mode might sound easy enough, but I don't really know - this will be up to Wolf.
As far as the regular game modes are concerned, well, the AI likes to build all sorts of artillery and yes, it can get annoying - then again, artillery is an important part of the game and will become a real proble only againstAI or if you like to play tower-defense and dig in like crazy (in which case the use of arty to dig you out is perfectly justified XD).

Bottom line:
Limits in Inf-Only can be considered if Wolf is up for the additional work;
Limits for the rest of the game modes are not planned.

+1 vote   reply to comment
ScubaSteve3465
ScubaSteve3465 Feb 27 2014, 1:24pm buried:

(buried)

Sorry had to reply to the idiot above first, anyway. Does this mean that the mod team are no longer pushing out updates Kronoz? Sorry maybe i misunderstood but it sounds like the community is taking the reins at bug fixing and such. Just wondering whats going on is all. Thanks for the patch though :)

-5 votes     reply to comment
ScubaSteve3465
ScubaSteve3465 Feb 27 2014, 1:23pm buried:

(buried)

Jesus some people are never happy, how about THANK YOU devs for such a kickass mod. How about THANK YOU for all your had work. Moron. Constantly asking for features that would completely side track development, which by the way most people think its fine the way it is, is just plain dumb.

-5 votes     reply to comment
The_10p_Invader
The_10p_Invader Feb 27 2014, 5:18pm replied:

I really don't know what you're complaining about. Many people agree that mortar spams aren't fun. Plus I wasn't commanding them to fix anything. I recognize the work people put into this and saying otherwise is blatantly fallacious.

+1 vote     reply to comment
JoeStracke
JoeStracke Mar 28 2014, 1:33am replied:

Not everyone can be as Divinely Panoptically Content as you, exalted one.

Thank you for being a magnanimous thought policeman and telling us peons what we are supposed to like, desire or express opinion about.

Truly, our internet is better as a result of your gracious and wise interpolations.

---

The reason for the sarcasm, chuckles, is that the internet already has enough children called [Gratuitous Pop Culture Reference followed by some arbitrary number] spewing out belligerent mandates about how the only people on Earth allowed to state an opinion are those in complete agreement with themselves.

When you grow up a bit, you may come to realize that anyone who is utterly content with everything is either a simpleton or a liar.

+2 votes     reply to comment
SCRINHATER
SCRINHATER Jul 22 2014, 7:31am replied:

I signed in just to downvote your entire everything, Steve.

+2 votes     reply to comment
Prince_Kassad
Prince_Kassad Mar 3 2014, 2:00am replied:

The only way i got rid of mortars was infantry only mode with PE as my enemy. They will sometime use their rocket ability tho >,>

+1 vote     reply to comment
Guest
Guest Mar 19 2014, 7:24pm replied:

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billy53725
billy53725 Mar 20 2014, 11:29pm replied:

same here, also, I would be appreciated if there is a mod which just disable heavy armor( allowing light armor), mortar, rocket, US AA emplacement( over-powered compared with other AA gun

+1 vote     reply to comment
Guest
Guest Jul 22 2014, 5:50am replied:

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Guest
Guest Jul 23 2014, 6:06am replied:

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Guest
Guest Feb 17 2014, 7:34am says:

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The_10p_Invader
The_10p_Invader Feb 18 2014, 12:05am replied:

Does that work with multiplayer?

+1 vote     reply to comment
Kr0noZ Author
Kr0noZ Feb 18 2014, 12:09am replied:

No, not unless you upload those files you changed and give it to a buddy. Then you two can play together.
Globally, though, no - it'll break online compatibility (and not just for this mode but for all modes).

+3 votes   reply to comment
The_10p_Invader
The_10p_Invader Feb 27 2014, 5:14pm replied:

That's really cool. I'll give it a try, I only play with my mate anyway.

+1 vote     reply to comment
zaleot07
zaleot07 Feb 17 2014, 10:44am says:

thanks for updates guys

-1 votes     reply to comment
eakzepons
eakzepons Feb 18 2014, 2:35am says:

Thanks guys.I greatly appreciate your work.I had a lot of fun with this mod.

+1 vote     reply to comment
Deadend666
Deadend666 Feb 18 2014, 5:17pm says:

They need infantry only with no Arty, at all like no mortars those little coliapy jeeps (The AI spams arty and jeeps btw on those game modes they also had like 50 mortar teams im not even exaggerating)

+2 votes     reply to comment
Protos.Angelus
Protos.Angelus Feb 19 2014, 12:30pm says:

Using Corsix, which attribute should I change to make the nebelwerfers "Too expensive"?

+1 vote     reply to comment
supertramp
supertramp Feb 19 2014, 11:12pm says:

"ALL "Unit sniped" message removed (experimental)"

O.o, why? :(

+1 vote     reply to comment
Wolf_CZ Creator
Wolf_CZ Feb 22 2014, 1:37pm replied:

Because it also showed exact sniper position.

+1 vote   reply to comment
Richartonio
Richartonio Feb 24 2014, 3:49pm replied:

It would not be fair if the Sniper were 95% one shot one kill like in regular CoH; however, since in this mod as long as you are in cover you have a good chance of surviving many shots, it was somewhat detrimental to the Sniper. Time will tell if this is the correct way. And I presume that your troops will still shout warnings ("Sniper! Children, we must move" - Volksgrenadiers)

+1 vote     reply to comment
Guest
Guest Feb 22 2014, 2:50am says:

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Jastrząb
Jastrząb Feb 24 2014, 3:25pm says:

Game crashes after 1h.It started after the new patch.

+1 vote     reply to comment
stormarmy
stormarmy Feb 25 2014, 8:23am says:

what are "Tigerophobia effects"?

+1 vote     reply to comment
Wolf_CZ Creator
Wolf_CZ Feb 26 2014, 8:03am replied:

Tiger with veterancy can use kind of "shock" ability, which slowes down enemy units.

+1 vote   reply to comment
stormarmy
stormarmy Feb 26 2014, 9:23am replied:

oh the tank shock ability? got it thanks :)

+1 vote     reply to comment
Richartonio
Richartonio Mar 9 2014, 3:40am replied:

Tigerphobia can also affect tanks, keep that in mind!

+1 vote     reply to comment
Pnx3xp
Pnx3xp Feb 27 2014, 5:03am says:

Can i ask why did you remove counter battery for British?

+1 vote     reply to comment
Wolf_CZ Creator
Wolf_CZ Feb 27 2014, 8:16pm replied:

That is removed a loong time ago if I am not mistaken. It did not fit in the mod I guess :)

+1 vote   reply to comment
Guest
Guest Feb 28 2014, 8:05pm says:

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Jaquille
Jaquille Mar 2 2014, 8:44am says:

Hey, where should i post my unit requests? :)

I would love to see the pz38t as a german light tank!

Great mod, keep it up! :D

+2 votes     reply to comment
RavensFlight
RavensFlight Mar 4 2014, 7:15pm says:

Idk if it is a bug, but Commonwealth infantry all use scoped Enfields.

+1 vote     reply to comment
RavensFlight
RavensFlight Mar 4 2014, 7:17pm replied:

Strikes me as something worthy of a fix, when you guys run out of any more pressing matters. Very very very impressed though, and soooo glad I can issue an attack order without the unit interpreting such as a move order.

+1 vote     reply to comment
KingofTigerIIs
KingofTigerIIs Mar 5 2014, 9:30am says:

Hmmmmm, i tried to install mappack as i usually have done, didn't find any maps i could use earlier. Any suggestions?

+1 vote     reply to comment
KingofTigerIIs
KingofTigerIIs Mar 5 2014, 10:52am replied:

Never mind, i fixed it! Was a folder issue :)

+1 vote     reply to comment
alexisalex
alexisalex Mar 9 2014, 10:32am says:

idk if i'm the only one that has the issue of friendly AI being dumber than bricks, such as tanks not turning to present armour whilst fighting other tanks, troops retreating through flames left over from flame thrower, units taking it upon themselves to prioritive attacks (eg i had a tank decide to ignore my order to shoot the infantry near it and decide to attack a 1/2 track, the inf killed it using tank grenades). It requires a ridiculous level of micromanagement (WAY more than even a real commander would do, i mean a commander doesn't need to tell infantry not to stand in burning petrol and burn to death)

For me this is the biggest issue with the mod as it stands, i will try this community patch and hopefully it will do something to fix these issues.

+1 vote     reply to comment
BunkerW0808
BunkerW0808 Jun 9 2014, 1:11pm replied:

Or on the map montherme in the 2 middle bridges! the left one was open and standing but the ai had to build THE bridge standing 5 meters away from it!

+1 vote     reply to comment
billy53725
billy53725 Mar 27 2014, 2:51am says:

Hi everyone, I got a problem that I cannot install 4.8 Bk successfully. I downloaded the full installer( around 1.00GB) and install it as usual, but I don't know where should I direct to while installing, what should I do? should I direct to Steam version CoH? Or, should I delete the BK 4.7 totally? I have no idea, please help!!!

+1 vote     reply to comment
billy53725
billy53725 Mar 28 2014, 7:08pm says:

I would be happy to see thatmelee system

+1 vote     reply to comment
Guest
Guest Mar 28 2014, 11:35pm says:

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BunkerW0808
BunkerW0808 Jun 9 2014, 1:13pm replied:

Sir german tanks cost LOTS of resources and can be only made in small numbers like in real ww2.

For every german tiger there were 5-6 shermans so it would be EXTREMLY unfair if the germans would get bad tanks for LOTS of resources.

+1 vote     reply to comment
zuthen
zuthen Mar 30 2014, 3:06pm says:

i posted the stuff about using corsix as a guest earlyer but that was an old comment. not sure if it was on my part but the last time i tryed to use it on bk it didnt work and gave error messages. might be a mistake on my end though. if you got it to work it shouldnt be to difficult to use. a little confusing at first but once you get the hang of it its easy to make stat changes on the fly. im sure theres still plenty of tuts on relic forums too. to change mortars to be more expensive ill use the axis morter halftrack as an example. go to attrib-attrib-ebps-races-axis-vehicles then look for sdkfz_251_halftrack_mortar.rgd and open it, go to cost_ext-time_cost-cost and change man power and fuel to 9999. this is more than you can even have in the game and will be just like disableing the vehicle.

+1 vote     reply to comment
zuthen
zuthen Mar 30 2014, 3:09pm says:

another way to do it which will still have the ai able to use but not spam is to change the requirements so that you can only have 3 or so of the vehicle to do this go to sbps instead of ebps and look up the same vehicle. go to squad_requirment_ext-requirment_table and open it. change the nearest empty requirment slot to read requirments\required_squad instead of required_none.

+1 vote     reply to comment
zuthen
zuthen Mar 30 2014, 3:11pm says:

now right click on whichever required field you changed and click ADD CHILD and name it max_squad_cap and have the value read 3. add one more child and name it squad_name and have the value read sbps\races\axis\vehicles\ halftrack_squad_mortar.lua without the space and that should do it.

+1 vote     reply to comment
zuthen
zuthen Mar 30 2014, 3:12pm says:

just click save on the bottom right afterwords. then play test as the axis to be sure the changes took.

+1 vote     reply to comment
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Platform
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Release Date
Released Dec 18, 2008
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37ee6e2d3d36f5abe63ba3be9bed9314
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Blitzkrieg-Mod (Company of Heroes: Opposing Fronts)
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