This is the final Changelog of v2.0 (formerly know as v1.703 and then v1.80). Due to the massive ammount of changes now redesignated as v2.0.
As always with a BK Full Client, you don't need to uninstall previous versions (f.e. v1.70), they will be uninstalled automatically before the installation of v2.0). You can grab the Download of v2.0 in our DL section here.
Requires CoH, OF, ToV, or a combination of those. Whatever you have, you need the latest version, currently this is v2.601!
Posted by [CWC]SHADOW on Jun 4th, 2010
As always with a BK Full Client, you don't need to uninstall previous versions (f.e. v1.70), they will be uninstalled automatically before the installation of v2.0). You can grab the Download of v2.0 in our DL section here our check our Forum for more Mirrors. BK requires CoH, OF, ToV, or a combination of those. Whatever you have, you need the latest version, currently this is v2.601!
General changes:
-
- AP/HE grenade upgrades reworked
Every tank now has individual upgrades to AP/HE ammo. To upgrade them the tank has to be near a tank factory, HQ Truck or a special ammunitions truck to "load" these int his ammunition storage. There will be the following changes:
- M4A3 (76) Sherman can't use HE ammo anymore because his gun wasn't compatible with this ammo type (the M4A3E8 "Easy Eight" CAN use that ammo, because it had a different gun!)
- Panzer IV with short cannon can now load Gr.38 Hl/B Hollow Charges
- damaged mortars and HMG`s can now be repaired
- Penetration values of 37/40 mm guns (M8, Stuart, Tetrarch, Staghound) changed. They sometimes had been to good versus some german tanks
- all MG squads now have a facing button
- reworked some icons/buttons
- removed direct fire from all snipers
- new "Hold Position" ability - available for all fighting squads
- new "Submenue" ability - available for all squads with many special abilities
- new map: 6p_Wolfhetze (SP Conversion by Neroleone)
- new map: 6p_Mortain (SP Conversion by Neroleone)
- new map: 6p_LaFiere (SP Conversion by Porta)
- new map: 6p_Veules-les-Roses (by Playmobill)
- all tanks without rotating turret show fire angle while set facing
- reworked all howitzer artillery! -All artillery (self propelled and stationary) now get the following changes if VET is gained:
- new vet4 rank - howitzer gun nests (25pdr, 105mm us/wm) now can rank up to vet4 (max. vet3 before)
- reduced barrage ability recharge time - for each VET rank the barrage abilitys recharge time will be reduced by a specific value (generally 5sec for each vet rank)
- reduced reload times - the vanilla reload time for all howitzers is 2.5 sec. I`ve never changed this for BK. Now all VET0 artillery starts with a high (and even more realistic) recharge time with a minimum of 6sec. The more VET is gained the shorter the recharge time gets
- reduced weapon scatter radius - now all VET0 artillery starts with a higher scatter radius that will be reduced with each VET rank the unit gets
- reworked all Handgrenades - To get a more realistic touch and to underline some historical main differences between german & allied Handgrenades the following changes were done:
- MK2 Handgrenade damage radius increased. As it had a splitter effect the damage radius is now increased from 5 to 7.5
- Stielhandgranate 24 range increased. As it was more easy to throw due to the better handling the throwing range was increased from 25 to 30
- reworked some icons, here are some examples:







- replaced some infantry skins with new ones from Halftracks upcoming v3.0 Infantry skins.
(KCH, Leutnant, Rifles, US Tank Crews, Pioneers, Stormpioneers)
- Sub machine guns now have a moving accuracy modifier (mam) of 0.75! Before these changes the values differed from 0.2 over 0.5 up to maximum 0.75! All rifles now have a mam of 0.15, so squads with one shot rifles should stop moving for firing attacks
- reworked all leadership auras
All leadership squads give VET depending enhancements to nearby units (basic, VET2 & VET4). Now special leadership squads like CW Commando Captain gives their aura and gets their shared vet only from inferior squads like, in this example, all Commando squads
Allies:
- Tank Commander doesn't exit the vehicle anymore after the Bulldozer or Mineplough upgrade is bought
- new model: Sherman with 105 mm Howitzer replaces the Priest in the US Infantry Doctrine
- US 76 mm Emplacement fixed (no pink icon after it was recrewed)
- Urban Warfare squad can now use tricky bombs
- new HD skin for Captain & Medic (by Widowmaker)
- new model: M5 3inch AT-gun (thx to Halftrack & TD for this nice model)
- new unit/model: Sherman M4A3E2 "Jumbo" for infantry doctrine (thx to Lorankorn & TD for this nice model)
- new unit/model: M20 Command Vehicle for armor doctrine (thx to Lorankorn & TD for this nice model)
- new unit/model: M36 Jackson Tank Hunter for armor doctrine (thx to Halftrack & TD for this nice model)
- Stuart light tank enhanced
- can now load HE grenades and use HE/AP switch
- has now direct fire ability
- Commonwealth:
CW RA Changes:
- Priest Phosphorous Grenades removed from Techtree. They are now availible as unit upgrade.
- Overwatch Mode integrated into Techtree again. Once a unit is in Overwatch mode the ammunition income will be reduced, the more units are in overwatch mode, the lower the ammo income.
- Ground-Target Direct-Fire removed from Techtree. Units now get it instantly after the RA Doc is selected.
- Victor-Target now availible as Techtree Upgrade. Victor-Target (and also WM Feuerleit-Attack) now can't be used on HQ Sectors anymore to prevent base-bombing. The Artillery-Spotter get's the Victor-Target ability for all 25-Pounder and Priest Howitzers and the Captain for all Mortar Emplacements!
- CW Marksmen Ability can now be used against weapon crews
- CW FHQ 6pdr AT-Gun now has voices of a AT-gun
- CW PIAT AT-Team now has voices of a PIAT AT-Team
- new HD skin for Lieutnant (by Widowmaker)
R.A.F. Tree reworked:
- reorganized techtree
- Tetrarch glider available again
- Firefly removed from techtree
- Decryption and Radio packed together in one Command Tree Upgrade
- Commando Glider now camouflages after landing (as you can see at the screenshot Xali posted)
- Commando Glider now has two upgrades in the command tree
- without Upgrade: 6 Commandos with Stens, 6 Commandos with Lee Enfields
- 1st Upgrade: 4 Commandos with 2 PIATS, 1 Commando-Sniper
- 2nd Upgrade: 3 Commandos with 1 HMG, 3 Commandos with 1 Mortar, 1 Commando with AT-Rifle
- 2nd Upgrade: in addition the glider gets a healing aura
- SAS still comes independent via paradrop, you can purchase them for two more CPs after the 2nd glider upgrade at the tree
- Unit limits introduced for all kinds of Commandos (1 to 3, depends on unit)
- "Basic Training" (upper left in the Commando part of the Command Tree)
- all Commandos get +10 LOS
- all Commando-Squads get improved sprint ability
- Commando Weapon-Teams and Commando PIATs get sprint at all
- "Sabotage Training" (upper right in the Commando part of the Command Tree)
- all Commando-Squads can set traps in buildings and at strategic points
- SAS-Squad gets the ability to disable strategic points in addition
- "Weapon Training" (middle left in the Commando part of the Command Tree)
- Commandos with Stens get two Brens
- Commandos with Lee Enfields get one sniper rifle
- all Commandos now can throw two Gammon bombs instead of one
- The SAS-Squad now can use its Assault ability
- "Camouflage Training" (middle right in the Commando part of the Command Tree)
- all Commandos can set an Ambush now if they are in cover (camouflage + small accuracy and damage bonus)
- "Defensive Veteran Training" (lower left in the Commando part of the Command Tree)
- all Commandos get experience points
- all Commandos take less damage
- "Offensive Veteran Training" (lower right in the Commando part of the Command Tree)
- all Commandos get experience points
- all Commandos take less supression
- Sniper removed from SAS-Squad, SAS now comes with 2 Brens and 2 Bazookas
- Commando Weapon Teams, Sniper and AT-Rifle have medic-pack abilty for 35 ammunition each use
- Stens for Commandos slightly improved
- Lee Enfields for Commandos slightly improved
Wehrmacht:
- Panzer IV with short cannon changed
- does shoot AP ammo now like every other tank. His KwK 36 cannon got realistic penetration values
- if in stationary mode his cadency won't be unrealistic high anymore
- "Puma" Armored car enhanced
- can now load & use PzGr40 ammunition
- can now load HE grenades and use HE/AP switch
- has now direct fire ability
- Turret rotation speed slowed down. The turret was historically handcrafted so it would be too slow to keep the Puma interresting. As a compromise it now has the same rotation speed like the M8 / Stuart light tank
- Defensive Doctrine reworked - To show you that we pay attention to the bk community we`ve reworked the Defensive Doctrine and adapted some of the suggestions that were made to make it more attractive to play:
- StuH 42 has a different shooting sound
- StuH Barrage now has 6 shots per salvo (like the 105 mm Sherman). Costs of barrage raised from 25 to 35 ammo
- StuH now also fires if a Feuerleitangriff (= Victor-Target) was ordered
- Pantherturm reworked/fixed. Now it really gets destroyed when all health is gone. Health was increased. Ability "81mm mortar support barrage" added. Panzergranate 40 and HE shot ability added
- WM Leutnant has Feuerleit Ability (Victor Target) again
- WM Defensive Techtree Upgrade "Bunkerausbau" now additionally reduces the Bunker building time by 25% and the costs from 550 to 450mp
- removed JPZ4 L/70 from Commander Tree
- new squad upgrade for WM Grenadiers: "Splitterring" for the Stielgranate. With this fitted Splitter mantle the Stielgranate is upgraded from an offensive to a defensive splitter grenade. It can only be thrown out of cover because of it`s large splitter radius.
- new Comamnd Tree Ability "81mm mortar support barrage":
Bunkers/Pantherturm will get a special ability wich commands all ingame mortar teams to barrage a targeted area.
- damage of all mortars against bunkers strongly reduced
- Terror Doctrine reworked
- reorganized some upgrades in techtree
- removed Geschützwagen call-in
- new "Brandmittel" upgrade (Incendiary grenades for Grenadiers/KCH`s and Flammer upgrade for grenadiers available)
- Incendiary nebelwerfer barrage removed, incendiary 81mm mortar shots added
- radio spying available again and is now working
- SdKfz "Walking Stuka" no more buildable
- Blitzkrieg Stormtrooper Demolition squad raised from 3 to 4 squad members
- Blitzkrieg CMD tree upgrade "Tiger advance" changed to "Tank advance", means: all battle tanks are now able to capture points
- WM Tankhunter additional squadmembers now have KAR98 as basic armament
- Stuka Nebelwerfer damage against bridges raised
- improoved the impact of the HHL3 (damage & critical effects)
- new Triage Center buildable. The additional aid station bunker upgrade is now only available for WM defense doctrine. Therefore the casualty search radius for the bunker is 200, the now buildable axis triage center has a radius of 125!
- new 75 mm PAK40 model
Panzerelite:
- Bergetiger Salvage Ability fixed (range increased from 1 to 5 so it hopefully won't crush wrecks anymore when he tries to salvage them)
- if choosen SE Doctrine the Grenadiers can throw "normal" grenades as long as you unlock the "Brandmittel" upgrade
- 210 mm Nebelwerfer damage against bridges raised
- PE Fallschirmjaeger Incendiary Grenades improved
- PE Anti Tank Grenades improved
- PE 210mm Nebelwerfer costs set from 700 to 500MP
- new unscoped G43 rifle model for all PE squads (scoped only for Sniper use)
- PE Medic Halftrack no longer heals enemy troops
- Luftwaffe Doctrine reworked:
- reorganized techtree
- JPZ4 L/70 removed
- Fallschirmjaeger Incendiary Grenades improved
- Fallschirmjaeger "Retreat to HSF" ability replaced with field aid box
- Heavy weapon Fallschirmjäger supply drop reduced from 150 Ammo to 100 Ammo
- Fallschirmjäger: Booby Trap ability removed . Therefore they have a CP depending point sabotage ability. Ingame limit set to 2 squads
- new unit: Gebirgsjäger (paradropped): Same costs like Fallschirmjäger. They are equipped with 2x KAR98, 4x G43 + 1xMG34 supply drop and have a Panzerfaust 100 and the booby trap ability (the one removed from Fallschirmjäger). The Gebirgsjäger will get some bonus while fighting in cover position. Ingame limit set to 2 squads
- Scorched Earth Doctrine reworked:
- reorganized some upgrades in techtree
- JPZ4 L/70 removed
- Geschützwagen call-in added
- Sniper added (only buildable in SE doctrine)
- Incendiary grenade squad upgrades for all squads with grenade after "Brandmittel" upgrade
- Hotchkiss now buildable in Logistikkompanie. Requirement for buildorder is the upgrade of the Logistikkompanie. The Hotchkiss is now allready upgunned and the "Wurfrahmen" can be upgraded. Incendiary barrage available after cmdr tree "Brandmittel" upgrade
- Brandtrupp removed, Sturmpioniers available again with some special incendiary upgrades like incendiary bomb and "Geballte Brandladung"
- Hummel FES ammunition has to be "loaded" like HE/AP rounds on tanks and needs no more command tree unlock
- new upgrade "Minelayer". Nearly all halftracks and armored cars can plant mines
- new Sabotage Infiltration Trupp added. This squad is specialized in building destruction and sabotage action. It can throw anti-building incendiary grenades (not yet included in the screenshot below), disable points even if they are allready captured by the enemy and they can plant large demolitions in buildings that will blow it up if manually detonated
CREDITS:
- Thanks to the persons who made new models possible:
Aidas2, Pojarsma, Reichsbahn, Slayerknecht, Georider, Tankdestroyer, Loran Korn, Halftrack, Sweeten
Ninja117 for some of the used Icons
- Gamerisin & Lorankorn for the used new Sounds
- Ogon, Ursidey and Francesco for the Polish, French and Italian texts
- also thanks to all active internal Betatesters that have spent a lot of time in finding and reporting Bugs:
Dreiundzwanzig, SHADOW, Ruhrpottpatriot, Kr0noZ, Baracus, Ivelios, Lordhelmlein, Muad'Dib, Mystic-Car, Chako, RaCheEnGeL!.de, Smallz Shogi, Spielführer and all others I forgot to mention here...
- £û©™ for his superb Installer
- and of course to my CO-Modder gawain77 who helped diligently in specializing and reworking the doctrines
Better support for Steam version please.
BK already works with Steam CoH.
yep it does i have it on steam
Same here.
Going to enjoy this new version, me and a couple buds are dling now. ;D
which version of CoH does it need to work ?
The latest one: v2.601
Wieee it's here thank you very much for this.
only one word.....awesome^^
best stuff for coh ever seen
great work......maybe u can mod the "maus"tank or other tanks like the patton next time in ;-)
um the maus was only made as a demo model (out of wood)and the m48 patton (1st patton) wasnt used in ww2 (even if it did it probably saw even less action than the pershing which only had 20 pershings that saw combat)
There had been real 2 prototypes of the Maus, one has survived the war and can be seen in the russian tank museum at Kubinka. ;)
The Patton is indeed no WW2 tank.
but the question still remains: did the crew even fire the gun other than testing? or was there veen a trained crew for it at all
a better sugestion would be the sturmtiger (300mm i believe) or the sturmpanzer iv which had a smaller gun than the sturmtiger (these were self propelled siege guns, but would not be effective unless bk users to sim cities which are raped by nebs and stukas)
Nah, the Maus never saw actual combat. Also we won't include uber-units like the Sturmtiger. Besides there are already plenty artilelry units in BK.
they wouldnt get used anyways as there are cheaper (and much more effective) units that you guys provided
This is sexy as hell, only problem is bots seem to be stuck on very hard difficulty, making for a slightly aggravating sp skirmish :)
AI is very map dependant, try another map or simply restart. Most of the time the "Expert" AI will give you a hard time. The bigger and the more open the map, the worse for you. ;)
brilliant work!!!
This mod is SOOOOO good. Good work guys. But i still have one little problem...When a JadgpanzerIV (or something like that, is that german tank hunter with a panzer IV chassis and a Panther gun) fires the smoke dosent come from the end of the barrel it comes from the middle of it.I'll go check and make sure that that is the tank...brb
Briljant as useual!! great upgrades nice changes in the techtree's
Greatest mod ever created for CoH, been playing this constantly for over a year now, thanks for an awesome addition to an already awesome game!!
(btw, the new icons look great!)
the king tigers front armor was never penetrate. make the king tigers armor stronger and its gun much moro powerfull. oh yeah, the turret is a porsche turret, it have to be a hencshel turret. The panther is to weak ind the real world was the gun better then the tiger I. but awesome game.
btw, plz, make the v2 rocket.
Great work!
Well done, just a little curious - have the developers managed to fix the problem on the Wehrmacht soldier skins where underneath their boots are invisible (not there)?
Excellent. Nice update and fixes, Downloading now. Thanks.
Ya I have just noticed that many other Panzer Elite and Wehrmacht units are missing the underpart of their boots? It's been like this for so long now can you please stick to fixing the obvious? As well as the Medic squad for the Wehrmacht - the icon picture is outstretched. These are small issues that I feel must be fixed in order to greatly enhance the game.
I feel like some of the skins should not have been changed, for example - the British Lieutenant's model, I much rather prefer the older one :/. Another would be the Knight's Cross Holders, though what you have now is much more historically accurate, I felt like the leather jackets really suited to the ambiance and feel of the German Wehrmacht.
hello friend .. my name is thiago
I live in Brazil, and was wondering why can not I install the mod 4.5?
I have all the latest updates of BK can not install more ...
wanted to download a version v2.601
speech over the link that was deleted ..
would replace it for me?
Thank you all ...