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 BK v1.70 - The Changelog

This is the final Changelog of v1.70. As always with a Full Client, you don't need to uninstall previous versions (f.e. v1.65), they will be uinstalled automatically before the installation of v1.70).

Posted by [CWC]SHADOW on Jan 25th, 2010

Finally after months of hard work 1.70 is finally ready. ;)

As always with a Full Client, you don't need to uninstall previous versions (f.e. v1.65), they will be uinstalled automatically before the installation of v1.70).

Final Changelog of BK v1.70. 

Global Changes:

- Trenches are only buildable in your own/friendly territory! The discussion about this was already going on for a very long time in the german forums. This change should bring back some dynamics in the overal gameplay
- Vehicles, that had their engine damaged/destroyed by flame throwers can now be repaired again
- Range of all flame throwers changed:
Infantry held flame thrower: 20
Halftrack with flame thrower: 25
Sherman & Churchill Crocodile: 30 (instead of 40 which was a bit to brutal)
- Captured MG42 now can't damage or even kill [sic!] the King Tiger anymore
- All vehicle and tank skins changed
Thanks to GnigruG, who allowed the usage of his skins in BK, nearly ALL vehicle and tank skins got replaced (except some skins amde by Xalibur). Now the skins fit way betetr to each other and the overall look could be improved a lot.

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User Posted Image User Posted Image

- complete new sounds
Kingtiger & Jagdpanther now have their own sounds
- Realistic turret traverse speeds
Most turret traverse times set to historical correct values!
There are some values that are really unsuitable for CoH and we had do make some compromises:

- Tiger: realistic would be 60 sec! This would decimate his power because of the lack of the 88`s guns range advantage that cannot not be realised in CoH because then the Tiger would become overpowered! So we decided to give the Tiger a traverse time of 30 sec while not moving and 40 sec while moving. Since the Kingtiger now gets a faster traverse time we think that this fact will balance the Tigers new disadvantage.
- M10 Wolverine & Achilles: realistic would be 120 sec! Out of question because the M10's would get pretty useless. So now both M10 have 40 sec for 360° traverse. To compensate this disadvantage they get a brand new VET independent  ability.[/li][/list]
These are the new implemented turret 360° traverse times:
14 sec - Stuart
15 sec - Sherman (alle Modelle), M18, Cromwell, Churchill, M36
19 sec - Panther Ausf. A/G, Tiger II
24 sec - Comet, Pershing
25 sec - Panzer IV (all variants)
40 sec - Tiger I (30 sec if not moving)
40 sec - M10 (handcrafted)

- All projectile trackers removed, except from rockets & thrown objects like handgrenades etc.

- new MAP: St Hilaire (6p)
- new MAP: Crossfire (4p) by Henry666
- new MAP: Villers Bocage SP Conversion (6p) by Neroleone

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- Tank MG's improved (a little bit more Accuracy + more Suppression)
additionally all Sherman & Panzer IV get a MG Supression-fire ability

- Bazookas & Panzerschrecks changed
- Reload time of Bazooka increased from 8 sec to 20 sec (realistic would be ~ 30 sec)
- Reload time of Panzerschreck increased from 8 sec to 15 sec (realistic would be ~ 15 sec)
- The closer the squad is to it's target, the longer the reload will take (this simulates the nervousity of the Soldiers in this dangerous combat situation)
- Penetration capability of Panzerschreck against Shermans increased significantly. Agaisnt Pershing & Churchill it's moderately
- Chance to kill a heavily damaged target with Panzerfaust significantly increased if the hit penetrates
- Nebelwerfer don't fire in high angles anymore, they now have a flat angle of fire (like the Calliope). While the chance to hit houses or objects in the flypath of the rockets is higher the rockets reach the target earlier then before and are way more accurate (also it looks awesome seeing all those rockets fly around ;)).
- Vet-Level of 4.2 inch, 107 mm and 120 mm set from 10/20/40/80/160 to 15/30/60/120/240 so they don't gain veterancy to fast
- Mines changed
- Time to lay them reduced from 30 to 20 sec
- Costs reduced to
20 Ammo: normal Mines, Anti-Personel Mines of Fallschirmjaegers
35 Ammo: PE Tellermines
50 Ammo: heavy Mines of US/CW

Allies:

- US Supply Drop can't be requested out of buildings anymore and also doesn't overlap the "Exit" button of the unit anymore
- US Quad .50 Halftrack pink icon of AA-mode fixed
- Hellcat has no "Instant Camo" anymore and needs 10 seconds to camouflage like it should be
- 107 mm Mortar Emplacement can now be re-crewed and then also stays a 107 mm mortar
- US 105 mm Emplacement now get's Vet
- Infantry Emplacement changed again, should work correct now
- Penetration capability of Recoilless Rifle (Jeep & portable) against Tiger, KT, JP, JT decreased heavily
- Range of US 107 mm Mortar increased from 100 to 110
(to get the historical correct range between the 4.2 inch with regular grenades and the WM 120 mm Mortar)
- New weapon: M1919A6 light machinegun
The Urban-Warfare CQB-squad get's it from the beginning. Rifles can have it optional after Tier 3
- Stuart Panzer now has voice
- new vehicle: .50 Cal. Jeep (after selection of Infantry-Doctrine)
- 107 mm Mortar Emplacements Fuel costs raised from 15 to 40

Commonwealth:

- Churchill MKVII costs of HE grenade mode changed from 25 to 75 Ammo
- Range of 25pdr Emplacement is now correctly shown when it is placed to build
- Bren MK2 LMG improved (now has the same values as the Browning .30 Caliber M1918A2 B.A.R.)
- Sappers not buildable in Glider anymore. Limit of "1" of RE Glider removed and linked to the Limit of "2" for the RE Sappers (you can call in up to 2 Gliders with one RE Sapper squad each)
- Change of the Churchills. All churchills (even MK.IV) can only be built by the CW RE
- Churchills in command-tree re-arranged
- Churchill MK.IV: Doesn't require a activation via CPs anymore. It should become the counterpart of the Ostwind/Wirbelwind. That's why he has a HE-mode now
- Churchill MK.VI: Now has APCBC armour piercing ammo as upgrade
- new Model: Churchill MK.V: 95 mm Howitzer. The new artillery unit of the CW RE doctrine, but the 25 Pounder emplacement now can't be built by CW RE anymore to balance this out   
- Churchill MK.VII: a MK.IV Croc like Relic made us believe, never existed. All of them had been MK.VII. That's why the MK.IV Croc got canceled. Because it's historically correct the MK.VII now get's the Flamer as secondary weapon and the QF 75 mm with APCBC Upgrade as main gun. Soon there will be a Vet3 ability for the Mk.VII too
- New Modell: Land Lease Sherman M4A4 with 75 mm armour piercing APCBC ammo buildable in the 3rd truck for all CW doctrines. RA and RAF have to activate them over the command-tree, while the RE has them in the tank-company without the need to activate it via the command-tree
- The normal Cromwell was canceled for the CW RE. RA and RAF still have it though. The Cromwell now gets a HE-Mode
- The CW Sanitary station now can be build by all Sappers of all 3 CW doctrines, because of the cancelation of the 25Pdr for the RE there is now room in the building-menu for it of the RE Sappers. That's why it was moved from the Tommies build-menu back to the Sappers 
- New Model: Cromwell MK.VI with 95 mm Howitzer added as buildable unit into the CW RA command-tree
- New Modell: M10 Achilles with animated 17-Pounder gun
Thanks to Aidas2, Pojarsma, Reichsbahn, Slayerknecht, Georider and Tankdestroyer for the nww Models[/b]
- CW Comet Tank now has a HE-shot
- CW 25Pdr emplacement now get's VET
- CW RCA command tree redundant abilities fixed
- CW Repair Bren: Squad-strenght Icon "0" of crew removed
- CW Repair Bren: Crew now has a Portrait icon (Cameo)
- CW Staghound now can use Cannister Ammo (costs: 75 Ammo) like the M3
- Ability Victor-Target for light vehicles removed from CW RCA command tree[/li]
- Tetrarch of CW RCA removed from 2nd Truck
- Range of CW 3 inch Mortar increased from 80 to 85 (german Grw 34 has 80 Range). Because the range of the british one is calculated from the middle of the emplacement, it effectively had a slightly lower range then the portable german mortar and hence could be shelled by them without shooting back. That's fixed with the range change now. Also the 3 Inch had a higher range then the Grw 34 in the last years of the war)
- Damage of CW 3 inch Mortar set to the one of the WM Grw 34
(CW 3 inch and WM 81 mm Grw 34 Grenades had the same ammount of TNT, US 60 mm stays as it was)
- CW 3 inch Mortar Emplacement costs increased from 340 to 380 MP (the logical consequence of the aforementioned changes)
- CW Churchills: Tank Commander doesn't disembark anymore when mineplow is bought as upgrade
- Canadian Sherman M4A3 now has voice

Changes to the Royal Canadian Artillery:

- Spotter-mode and counter-artillery mode removed
- Artillery fake salvo and the real salvo (with red smoke) removed
- ML 4.2 inch Mortar in CW RCA Command-tree integrated (buildable in 2nd Truck):
Standard: 165 Damage with 100 Range
Supercharge: 165 Damage with 130 Range
- new model: Cromwell MK.VI with 95 mm Howitzer added as buildable unit to CW Arti doctrine, Churchill AVRE removed[
- New unit call-in: Paradropped Artilllery Spotter. A Team of 2 Men, that replaces the Command-Glider call-in. Now every CW doctrine has it's own call-in. The artillery spotter has auto-camouflage and binoculars and also the off-map artillery from the command-tree can be enabled for him (like it can be for the Captain). The most important ability is "Provide target coordinates". With this ability enemy vehicles and infantry can be marked for 45 seconds and then stay visible in the Fog of War
- New ability for 25-Pdr and Priest: "Aimed salvo". Can be activated by the artillery spotter onto marked enemies. The 25-Pdr and Priests can then fire at this unit with higher accuracy and over greater distances. A maximum of 4 shots will be fired because they will stop firing, after the target is destroyed. A moving target will be targeted again before the next shot, so this salvo will "chase" the enemy target.
- The Command-tree ability "Ground target direct fire" now also gives the Priest this atatck for ammunition. With this the Priest can be used to fire directly at enemy armor liek a AT gun. This ability is relatively unaccurate, but has the same range as a AT-guns.
- New ability for 25-Pdr and Priest: "Airburst detonation salvo". Can be activated in the command tree. The shrapnells have a bigger area of effect then the regular salvo, but it isn't very effective against armored vehicles and building. It's only effective against soft targets like Infantry.
- New specialisation in the command tree. "Pretend deployment" and "Disguise deployment". The first one allows the construction of Dummy 25-Pdr emplacements that look like real ones but doN't have any function. The Dummies have lower HP then a real emplacements and can't be re-crewed. They have a sight radius of 10, compareable to the radius of a resource point. The second ability cna target a whole sector and will shoot smoke grenades at all friendly vehicles and emplacements there to disguise them from the enemy.

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Wehrmacht:

- Repair ability of WM Heavy Baupioniere fixed
- Stosstruppen Fuehrungstrupp: Mortar doesn't overlap with "Sprint" ability anymore
- Panzer IV Ausf. H of WM Blitzkrieg Doctrine now get's armored sideskirts from the beginning, as it was historical correct around that time
- Range of StuH Barrage increased from 100 to 180 (lFH18 has 225)
- Firestorm Rocket salvo Recharge Time increased from 30 to 90 sec
- Jagdpanzer IV/L48 now has visible sandbags after it was dug-in
- Tiger Ace + Sturmtruppen can only be called in if enough population for BOTH is free
- 88 without emplacement of WM Def isn't buildable in enemy territory anymore
- WM Sturmtruppen Halftrack now has it's own building symbol and a healing ability
- Error in Tankace Aura fixed
- StuH now don't shoot automatically with the howitzer if the player clicks on a enemy squad or vehicle
- German Tank Commander doesn't disembark anymore when the Sideskirts upgrade is bought
- Sturmtruppen-HT can only deploy troops if enough population is availible
- Cost reduction of Panzer IV mass-production slightly increased
- The Sturmgrenadiers that come together with the Blitzkrieg Tiger-Ace now are already equipped with the StGw44
- Range of WM 120 mm Mortar increased from 120 to 130
(so it can be on one level with the supercharge loads of the 4.2 inch. Historicall correct because the range of the 120 mm was massive)
Blitzkieg StuG Call-In now has an additional Grenadier-Squad. Costs increased by 750 MP
- StuG now has a HE-shot
- StuG now has a tank-ambush ability
Added MG34 light machinegun (Volks can get it after Tier 3)
- Damage of V1 Rocket versus Bridges increases drastically

Changes to the "Terror" Doctrine

- 120 mm Mortar removed
- Fehlerhaften Spionagefunk entfernt
- Ritterkreutztraeger removed from WM Defensive & Blitzkrieg Doctrine. They are now a exclusive unit of the Terror-Doctrine
- Knights Cross Holders costs reduced to 660 MP and 8 pop, buildtime also reduced. New Upgrade: Zielfernrohr (Scope) so the Squad can fire 2 aimed bursts at longer distance
- New incendiary upgrades: Volks & Grenadiers can additionally throw incendiary grenades and Grenadiers can now be upgraded with a single Flamethrower
- New ability: Nebelwerfer Battery Fire: the Leutnant and the Ritterkreuztraeger can order all 150 mm Nebelwerfers on the battlefield to fire at a specific location.  The 150 mm Nebelwerfers are not bound to their initial range limitations in this mode (= all nebelwerfers will fire, even if they would be out of range int heir normal fire mode). This ability is comparable to the allied Victor-Target ability.
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Panzerelite:

- Recharge Time of Fallschirmjaeger Panzerfaust fixed and Timer set to 30 sec
- Fallschirmjaeger now have a visible G43 after upgrade
- PE Waffen-SS Stosstrupp has voice samples again
- Stats of the PE Flakvierling (the ones guarding the base) nearly incrteased to the Wirbelwind one
- Vampir HT cloaks itself after 10 seconds if put in stationary mode
- Marder III & Nashon now stop immediately if put into stationary mode
- Wrong descriptions of FHQ Luftlandepioniere fixed

Changes to the "Scorched Earth" Doctrine

- Sturmgrenadiers removed from SE
They can throw the "geballte Ladung" (several potato mashers sticked together)
- new unit as replacemen tof the Sturmpioniere: Brandtrupp (Incendiary squad): The Brandtrupp has 2 Flamethrowers from the beginning and a optional MP40 Upgrade. The standard armament is the K98k. After the research in the command tree they can lay Incediary bombs and throw incendiary grenades. They also can (as the only infantry squad!) destroy strategic points
- both Booby trap abilities combined into one command tree upgrade (instead of 2x 1 CP now 1x 2 CP)
- The Munitionsfahrzeug (Ammo Halftrack) can now reduce the costs of the Hummel Barrage, after the ability is researched in the command tree
- new ability: Ammo supply
The SE player can trade 100 Fuel for 200 Ammo. After the ability was used the Ammo income get's reduced to 50% for 150 sec
- Sector Artillery can now be requested into enemy territory (except for the HQ sector!). But without a scout it's not useful, because only units that can be seen are getting under fire. If you have no visual in the sector, nothing will be shot at in there, even if it's full with enemy units
- WM 120 mm Mortar added to PE Scorched Earth Command-tree (instead of the 150 mm Offmap Salvo)
- 120 mm Mortar now costs an additional 75 Ammo when produced

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Changes to the "Luftwaffe" Doctrine

- Tiger not buildable anymore
- Fallschirmjaeger Upgrades can't be bought within enemy territory anymore
- Fallschirmjaeger can now build trenches
- new supply drop for the Fallschirmjaegers with 3x FG42 & 1x Panzerschreck
- new heavy weapons supply drop with a uncrewed MG42 and a uncrewed 81 mm Mortar
- new ability for the Fallschirmjaeger: "88 Fire-support". All built 88 emplacements will fire at the selected target with HE grenades via indirect fire

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- Hauptsturmfuehrer now has voices
- Luftlandepioniers can be upgraded with 4x MP40
- Luftlandepioniers can now also build barbed wire and sandbags

CREDITS:

- Thanks to the Team that made all the new Models and Weapons:
Aidas2, Pojarsma, Reichsbahn, Slayerknecht, Georider, Tankdestroyer, Loran Korn
- Ninja117 for some of the used Icons
- Gamerisin & Lorankorn for the used new Sounds
- also thanks to all active internal Betatesters that have spent a lot of time in finding and reporting Bugs:
Dreiundzwanzig, SHADOW, Ruhrpottpatriot, Kr0noZ, Baracus, Lordhelmlein, Muad'Dib, Mystic-Car, Chako and all others I forgot to mention here...
- and of course to my CO-Modder gawain77 who helped diligently in specializing and reworking the doctrines

Comments
Panzert
Panzert Jan 25 2010, 8:03am says:

New units :D

+2 votes     reply to comment
Ravelo
Ravelo Jan 25 2010, 11:22am says:

fantastic news

+2 votes     reply to comment
mimi040
mimi040 Jan 25 2010, 2:23pm says:

will the 88's be able to shoot artillery fire again?

+1 vote     reply to comment
clown_of_war
clown_of_war Jan 25 2010, 3:36pm says:

can we use the 88 for artillery?

+1 vote     reply to comment
[CWC]SHADOW
[CWC]SHADOW Jan 25 2010, 4:04pm says:

Nope, because the 88 was bugged an always shot 2 shells every shot. We couldn't fix this behaviour.

+1 vote     reply to comment
olhausenkraus
olhausenkraus Feb 7 2010, 9:57am says:

The changelog are great. The gameplay will be improved. I was waiting the add of new german units (at last a utility vehicle or a recon unit), next time perhaps. Greatings from Uruguay

+1 vote     reply to comment
olhausenkraus
olhausenkraus Feb 21 2010, 6:44am says:

It is note that you have a lot of work and the changelog is now more extensive. We wait for the new update soon. Greatings and good work.
PD: The change in tiger one in seconds refers of the time that it turn his turret ? was not the fire power changed ?

+1 vote     reply to comment
[CWC]SHADOW
[CWC]SHADOW Feb 21 2010, 8:30am says:

Nope, only the turret rotation is now more historical correct then before. The KT is brutal now with 19 seconds.

With this new system, chassis orientation is way more important then before. If a threat appears behind your tank, you'll have to rotate the whole tank a bit into this direction so the turret doesn't have to turn the whole way on it's own. I've been doing this before those changes already, because it saves a lot of time and turns the vulnerable tank areas away from the threat.

+1 vote     reply to comment
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Released Dec 18, 2008
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