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 article RSS Feed Changelog v1.40

Hi folks, this is the actual changelog for the upcoming SP v1.40 The release is planned to be out end of january.

Posted by Xalibur on Jan 4th, 2009

CHANGELOG BLITZKRIEG MOD v1.40

SP ONLY CHANGES:

- AI enhancements
- Bergetiger can now salvage wrecks. Repair ability is improoved now
- CW AI now uses all types of Typhoon attacks when choosen the RAF commander tree
- reduced the moving penalties on tank weapon accuracy because the AI will not halt all tanks to fire on enemy targets
- limited buildable Pershing to 3 ingame
- Pershing Ace is now limited: If 3 Pershings are ingame the Pershing Ace request will be declined

SP/MP CHANGES:

new restrictions:

- limited the Kingtiger in "Terror" Doctrine to 1 (One KT Ace or 1 KT build)
- limited the Tiger for axis to 2
- limited call-in the veteran Tiger of the PE to 1
- limites VET Tiger call in for PE: If 2 Jagdpanthers are ingame the Tiger request will be declined
- limited Axis Grenadier Panzerschreck Upgrade to 1 PzSchreck per squad
- limited Ranger Bazooka Upgrade to 1 Bazooka per squad
- limited Rangers to 3 squads ingame

new units/buildings:

- new heavy mines for the Commonwealth
- new unit: M18 Hellcat Tank Destroyer on allied side
- new unit: CW Field Medic, buildable in Triage Center
- new unit: 120mm mortar team for Axis
- new unit: Ranger Infiltration Team (US glider ability)
- new unit: Heavy Pioneer unit for the axis (defensive doctrine needed)
- new emplacement: MG42 gun nest for Axis and PE
- new emplacement: M5 76mm AT gunnest for allies

generell changes/fixes:

- raised the MP income about 25%
- raised all axis/pe building hitpoints by 25%
- corrected some unit ratings
- added new Ranger glider ability, replacing the vanilla Ranger call-in
- reworked the critical hit tables of artillery shells
  (can now damage tank tracks by 15% chance)
- added new 8p map "Drachenwald"
- added some missing symbols for tacmap (Tiger ace, Kingtiger ace)
- removed the sticky bomb bug
- added sticky bombs ability to rangers and airborne rangers
- Jagdpanzer IV now has a VET2+ hull down ability
- tank MG´s now have a minimum range of 10, so they will not shoot automatically on nearby infantry
- added a sight penalty for moving vehicles. So you have to move your vehicles/tanks with more caution
  and tactical finesse
- new APHE (Armor Piercing High Explosive) Ability for M10 Tank Destroyer. The APHE shells
  boots the penetration power about 83% in addition!
- added new off-map "Long Tom" howitzer barrage
- reworked all artillery barrages. Now all barrages will cost ammo
- reworked some tank projectiles: Ground hits with normal shells have smaller splats than ground
  hits with HE shells. Tank gun shells have a higher speed now
- Nashorn PAk43 will no more fire automatically on infantry
- Ostwind and Wirbelwind Flakpanzers now have a new AA-Emplacement ability. In this emplaced state they
  fire more effective on aircrafts but will not auto target ground targets anymore
- removed warning smoke from all artillery barrages and air attacks
- raised the Fallschimrjäger leader hitpoints from 60 to 90
- new Rifleman call-in ability for the allied Captain
- new skin for JPZ4 (Many thanks to Georider!)
- raised the penetration power of the 57mm Q.F. 6 Pounder Mk.V L/50 against Panzer IV tanks
- reduced damage caused by Typhoon incendiary bombing
- applied a shared timer for all 3 Typhoon attack runs
- reworked the allied bombing air strike. Now 2x 250lbs bombs with high damage are dropped
- enhanced the snipers of all factions. While not moving they will have a better sight and fire at a much longer
  distance than all other infantry units
- new Tank Commander on Tiger Tank
- removed the Allied Jeep from the T2 Factory, so it can be build within the HQ
- reworked the periscope upgrade. Now the normal sight gets no bonus anymore but the extended sight gets activated
  so tanks with periscopes can see enemy vehicles on the minimap within a 90m radius
- added a 20sec initial delay time for all tank off-map call-ins
- raised recharge time for Axis Stormtrooper reinforcement call-in from 30 to 120 sec
- moved German Feldarzt from barracs to medic-bunker
- moved Allied Field Medic from barracs to Triage Center
- removed the Axis Motorcycle & Schwimmwagen from the T2 Factory, so it can be build within the HQ
- removed Pershing Call-In from CW Enigneers Doctrine
- removed moving penalties for CW infanrty squads, when moving in enemy territory
- added some new explosion sounds for satchel charges/120mm mortar
- added an infantry suppression ability to CW Tommy squad
- PE Infantry can now retreat to the position of the Hauptsturmführer
- Axis Infantry can now retreat to the position of the Leutnant
- Allied Infantry can now retreat to the position of the Captain
- added a sprint ability to all infantry units without heavy weapons (MG, mortars)
- added new sherman massproduction upgrade in allies armoured division tree
- added a new tech up system to strengthen the mid game:
  You have to research different tank chassis and weapon types to build tanks. This delays the appearance
  of heavy tanks and forces the player to produce medium tanks as well
- all squads (except some PE PzGrenadiers) now come in full sized squads
- PE can now build Panthers
- new Grease gun upgrade for allied rifleman squad
- raised the required experience values for commando points
- PE basic grenadiers now have a Panzerfaust 100 ability
- tank traps now can only be build by the new Heavy Pioneers, also the observer bunker & all heavy emplacements available
  within the defensive doc! Heavy Pioneers can only repair structures
- raised all buildable bunker hitpoints from 750 to 5000 and the costs to 500mp
- removed the bunker mg upgrade
- added specialised vahicle repair pioneer upgrades to all tank factories (axis & allies)
- slowed down all vehicle repair abilities used by infantry about 50%
- modified Nebelwerfer 300: Raised Damage and the costs for the barrage. Lowered accuracy
- new 5 VET system for all infantry squads
- slit trenches now show up to 7 men (before only 6)

- reworked the critical hit tables of heavy tank guns (75mm+):

  target has 0-33% damage

  90% normal damage
  05% lose treads
  05% explosion (simulates hit in ammunition storage)

  target has 33-66% damage

  50% normal damage
  25% damage engine
  10% lose treads
  10% destroy maingun
  05% explosion (simulates hit in ammunition storage)

  target has 66-100% damage

  30% explosion
  25% out of control fast
  25% out of control slow
  10% vehicle destroy maingun

- added high explosive (HE) shoot abilitys to all important tanks (75mm+).
  The damage caused by the he shells was calculated from true historical facts based
  on the explosive weight of each type of HE shell that saw action in WWII:

  75mm Allies 0.67 kg (H.E. M48)
  76mm Allies 0.39 kg (H.E. M42A1)
  90mm Allies 0.93 kg (H.E. M71)
  75mm Axis  0.61 kg (7.5cm Sprgr.42)
  88mm Axis 0.97 kg (8.8cm Sch Sprgr.Patr.L/4.5)

  HE granades have a 20% chance to damage the treads of tanks. When firing a HE grenade
  tanks will have a mininum range of 20, so they can`t shoot the HE grenade on nearby
  infantry troops

Post comment Comments
Sheva
Sheva Jan 31 2009, 12:55am says:

The mod is very good,I like it very much. ^_^

+1 vote     reply to comment
Wulfburk12
Wulfburk12 Apr 18 2009, 7:59pm says:

same,best mod ever!

+1 vote     reply to comment
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Released Dec 18, 2008
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Company of Heroes: Opposing Fronts
Company of Heroes: Opposing Fronts Single & Multiplayer Real Time Strategy